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Gamifying a Simulation: Do a Game Goal, Choice, Points, and Praise Enhance Learning?

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68081740%3A_____%2F19%3A00494630" target="_blank" >RIV/68081740:_____/19:00494630 - isvavai.cz</a>

  • Alternative codes found

    RIV/00216208:11320/19:10401846 RIV/00216208:11210/19:10401846

  • Result on the web

    <a href="https://journals.sagepub.com/doi/10.1177/0735633118797330" target="_blank" >https://journals.sagepub.com/doi/10.1177/0735633118797330</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1177/0735633118797330" target="_blank" >10.1177/0735633118797330</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Gamifying a Simulation: Do a Game Goal, Choice, Points, and Praise Enhance Learning?

  • Original language description

    Despite the increased interest in gamification approaches, there is a lack of comparative studies that shed light on the applicability of these approaches in educational contexts. In this explorative study, with an experimental design, university learners (N = 98) studied a complex process (i.e., how to brew beer) in a 2-hour-long computerized simulation. In the experimental condition, the simulation featured the following game design elements: game goals, increased freedom of choice, points, virtual currency, and praise (i.e., a gamified simulation). These elements were absent in the simulation versions used in the two control conditions. No differences in learning outcomes and intrinsic motivation variables between the gamified simulation and its nongamified versions were observed. The gamified simulation was perceived to be significantly easier than the nongamified versions (η2p = 0.10, d = 0.74, 0.42). Of the game elements used in this study, the participants perceived most positively a clear, game-like goal. The findings are consistent with self-determination theory, cognitive-affective theory of learning from media, and cognitive load theory. The findings also support the emerging notion that caution should be applied when using gamification approaches in educational contexts.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    50101 - Psychology (including human - machine relations)

Result continuities

  • Project

    Result was created during the realization of more than one project. More information in the Projects tab.

  • Continuities

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Others

  • Publication year

    2019

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Journal of Educational Computing Research

  • ISSN

    0735-6331

  • e-ISSN

  • Volume of the periodical

    57

  • Issue of the periodical within the volume

    6

  • Country of publishing house

    US - UNITED STATES

  • Number of pages

    39

  • Pages from-to

    1575-1613

  • UT code for WoS article

    000482049500010

  • EID of the result in the Scopus database

    2-s2.0-85059073631