Gamification for Online Engagement in Higher Education

A randomized controlled trial was used to test if gamification tools can increase engagement and improve learning outcomes in a blended (online and in-class) second-year university course. Students in control and experimental groups accessed separate course management systems (CMS). On the gamified site, students earned badges and points for online activity and showed increases (versus control) in the personalization of online avatars; a doubling of visits to the CMS; and a reduction by 1.3 days in the time before deadline to complete weekly blog assignments. Female students used the gamified site more than males. In a post-class survey, 82% of students believed gamification was an effective motivation tool. However, there was no evidence of improved learning outcomes on graded assignments. This trial provides evidence that gamification can offer incentives for online activity and socializing but, on its own, may have little impact on quantifiable learning outcomes.

A Randomized Controlled Trial
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https://doi.org/10.1184/R1/6686768.v1