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Honorable Mention

Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes

Published:21 April 2018Publication History

ABSTRACT

Preparing for exams is an important yet stressful time for many students. Self-testing is known to be an effective preparation strategy, yet some students lack motivation to engage or persist in self-testing activities. Adding game elements to a platform supporting self-testing may increase engagement and, by extension, exam performance. We conduct a randomized controlled experiment (n=701) comparing the effect of two game elements -- a points system and a badge system -- used individually and in combination. We find that the badge system elicits significantly higher levels of voluntary self-testing activity and this effect is particularly pronounced amongst a relatively small cohort. Importantly, this increased activity translates to a significant improvement in exam scores. Our data supports a causal relationship between gamification and learning outcomes, mediated by self-testing behavior. This provides empirical support for Landers' theory of gamified learning when the gamified activity is conducted prior to measuring learning outcomes.

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          cover image ACM Conferences
          CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
          April 2018
          8489 pages
          ISBN:9781450356206
          DOI:10.1145/3173574

          Copyright © 2018 ACM

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          Publication History

          • Published: 21 April 2018

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          CHI '18 Paper Acceptance Rate666of2,590submissions,26%Overall Acceptance Rate6,199of26,314submissions,24%

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