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
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Czech description
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Classification
Type
J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database
CEP classification
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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
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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