TY - JOUR
T1 - How does gamification bring long-term sustainable effects on children’s learning? Implications from a crossover quasi-experimental study
AU - Li, Xiuhan
AU - Yang, Yuqin
AU - Chu, Samuel Kai Wah
N1 - Publisher Copyright:
© Association for Educational Communications and Technology 2024.
PY - 2024/6
Y1 - 2024/6
N2 - Gamification is gaining popularity in education because of its positive effects on learning motivation and engagement. However, several studies have doubted the long-term sustainable effects of gamification pedagogy, arguing that it provides only short-term benefits. Therefore, the purpose of this work is to explore the sustainability of gamification effects in learning. A crossover quasi-experiment was designed to trace the change of the impact of a gamified reading tool on children’s reading over time. The results show that active participants’ reading habits, motivation, and interests increased sharply during the use of the gamification application and then decreased slightly after they ceased using the application but remained higher than before the intervention. A discussion of how to create the persistence and sustainability of the effects of gamification for learning is presented.
AB - Gamification is gaining popularity in education because of its positive effects on learning motivation and engagement. However, several studies have doubted the long-term sustainable effects of gamification pedagogy, arguing that it provides only short-term benefits. Therefore, the purpose of this work is to explore the sustainability of gamification effects in learning. A crossover quasi-experiment was designed to trace the change of the impact of a gamified reading tool on children’s reading over time. The results show that active participants’ reading habits, motivation, and interests increased sharply during the use of the gamification application and then decreased slightly after they ceased using the application but remained higher than before the intervention. A discussion of how to create the persistence and sustainability of the effects of gamification for learning is presented.
KW - Children’s reading
KW - Gamified learning
KW - Sustainability of gamification
UR - http://www.scopus.com/inward/record.url?scp=85189922493&partnerID=8YFLogxK
U2 - 10.1007/s11423-023-10341-x
DO - 10.1007/s11423-023-10341-x
M3 - Article
AN - SCOPUS:85189922493
SN - 1042-1629
VL - 72
SP - 1357
EP - 1381
JO - Educational Technology Research and Development
JF - Educational Technology Research and Development
IS - 3
ER -