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ORIGINAL ARTICLE

Learning and engagement in a gamified course: Investigating the effects of student characteristics

K. Davis

Corresponding Author

E-mail address: kdavis78@uw.edu

The Information School, University of Washington, , WA, 98195 USA

Correspondence

Katie Davis, The Information School, University of Washington, Mary Gates Hall, Suite 370, Box 352840, Seattle, WA 98195, USA.

Email: kdavis78@uw.edu

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H. Sridharan

The Information School, University of Washington, , WA, 98195 USA

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L. Koepke

The Information School, University of Washington, , WA, 98195 USA

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S. Singh

The Information School, University of Washington, , WA, 98195 USA

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R. Boiko

The Information School, University of Washington, , WA, 98195 USA

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First published: 19 April 2018
Cited by: 1

Abstract

The current study investigated college students' experiences of a gamified informatics course. We surveyed 139 students aged 18–31 years (M = 20 years, SD = 1.5) enrolled in an undergraduate informatics course focused on social networking technologies. Surveys were conducted at 3 time points during the course (beginning, middle, and end). Overall, we found positive trends with respect to students' perceptions of gamification's impact on their learning, achievement, and engagement in the course material. Although students who played and identified variously with recreational games were more alike than not, we did uncover one notable difference with respect to how students' gaming frequency impacted their engagement in the course. Nongamers expressed somewhat less motivation to do well in the course than frequent gamers. For all other measures of engagement, however, nongamers appeared to be equally engaged by the gamified format of the course as gamers. There were virtually no differences between male and female students' perceptions of gamification. This study contributes new insight into the conditions under which gamification succeeds or fails in educational settings. These insights will be useful to designers and instructors of gamified learning environments as they seek to engage and support a variety of learners.

Lay Description

What is already known about this topic:

  • Several studies show positive effects of gamification on student achievement, engagement, and motivation.
  • Fewer studies show mixed or negative effects on student achievement, engagement, and motivation.
  • Few studies probe how different types of students respond to gamified learning experiences.

What this paper adds:

  • New insight into the conditions under which gamification succeeds or fails in educational settings.
  • Gamers and nongamers were more alike than not in their response to gamification.
  • Nongamers were somewhat less motivated to succeed in the course than gamers.
  • No significant gender differences were found.

Implications for practice and/or policy:

  • Gamification can be an effective way to engage university students, regardless of their gender or prior experiences with gaming.

Number of times cited: 1

  • , Gamifying a Simulation: Do a Game Goal, Choice, Points, and Praise Enhance Learning?, Journal of Educational Computing Research, 10.1177/0735633118797330, (073563311879733), (2018).