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Do points, badges and leaderboard increase learning and activity: A quasi-experiment on the effects of gamification

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

74 Citations (Scopus)

Abstract

Gamificat ion is the integration of game-like design elements into non-game context to engage people, mot ivate action, and solve problems. In tert iary educatio n, researchers and practitioners have been seeking for effective ways to improve student engagement and promote learning. In this study, we conducted a quasi-experiment at the University of Hong Kong to examine the effects of gamificat ion on student learning and engagement. Quantitative data from control group and treatment group, such as pre-Test and post-Test scores, participation rate, extra-Assignment scores, were collected and analyzed. Results suggest that gamification strategies, aligned with instructional objectives and user context, are effective in improving student participation and encouraging extracurricular learning. Future research directions, on the effective use of gamification strategies, are discussed and suggested in the conclusion part.

Original languageEnglish
Title of host publicationProceedings of the 23rd International Conference on Computers in Education, ICCE 2015
EditorsYu-Ju Lan, Hsin-Yih Shyu, Chengjiu Yin, Hiroaki Ogata, Wenli Chen, Ming-Fong Jan, Sahana Murthy, Ying-Tien Wu, Siu Cheung Kong, Xiaoqing Gu, Beaumie Kim, Yongwu Miao, Niwat Srisawasdi, Yuping Wang, Chiu-Pin Lin, Carol H.C. Chu, Jari Laru, Miguel Nussbaum, Ma. Mercedes T. Rodrigo, Ju-Ling Shih, Amali Weerasinghe, Weiqin Chen, Feiyue Qiu, Vania Dimitrova, Ching-Kun Hsu, Lung-Hsiang Wong, Maiga Chang, Tore Hoel, Yen-Hui Audrey Li, Jon Mason, Hitoshi Sasaki, Li Zhang
Pages275-280
Number of pages6
ISBN (Electronic)9784990801458
Publication statusPublished - 2015
Externally publishedYes
Event23rd International Conference on Computers in Education, ICCE 2015 - Hangzhou, China
Duration: 30 Nov 20154 Dec 2015

Publication series

NameProceedings of the 23rd International Conference on Computers in Education, ICCE 2015

Conference

Conference23rd International Conference on Computers in Education, ICCE 2015
Country/TerritoryChina
CityHangzhou
Period30/11/154/12/15

Keywords

  • Effectiveness
  • Engagement
  • Gamification
  • Learning
  • Participation

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