Gamification tailored for novelty effect in distance learning during COVID-19
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14230%2F23%3A00130659" target="_blank" >RIV/00216224:14230/23:00130659 - isvavai.cz</a>
Výsledek na webu
<a href="https://www.frontiersin.org/articles/10.3389/feduc.2023.1051227/full" target="_blank" >https://www.frontiersin.org/articles/10.3389/feduc.2023.1051227/full</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.3389/feduc.2023.1051227" target="_blank" >10.3389/feduc.2023.1051227</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Gamification tailored for novelty effect in distance learning during COVID-19
Popis výsledku v původním jazyce
The pandemic led to an increase of online teaching tools use. One such tool, which might have helped students to stay engaged despite the distance, is gamification. However, gamification is often criticized due to a novelty effect. Yet, others state novelty is a natural part of gamification. Therefore, we investigated whether gamification novelty effect brings incremental value in comparison to other novelties in a course. We created achievement- and socialization-based gamification connected to coursework and practice test. We then measured students’ behavioral engagement and performance in a quasi-experiment. On the one hand, results show ICT students engaged and performed moderately better in a gamified condition than in control over time. On the other hand, BA course results show no difference between gamified and practice test condition and their novelty effect. We conclude an external gamification system yields better results than a classical design but does not exceed practice tests effect.
Název v anglickém jazyce
Gamification tailored for novelty effect in distance learning during COVID-19
Popis výsledku anglicky
The pandemic led to an increase of online teaching tools use. One such tool, which might have helped students to stay engaged despite the distance, is gamification. However, gamification is often criticized due to a novelty effect. Yet, others state novelty is a natural part of gamification. Therefore, we investigated whether gamification novelty effect brings incremental value in comparison to other novelties in a course. We created achievement- and socialization-based gamification connected to coursework and practice test. We then measured students’ behavioral engagement and performance in a quasi-experiment. On the one hand, results show ICT students engaged and performed moderately better in a gamified condition than in control over time. On the other hand, BA course results show no difference between gamified and practice test condition and their novelty effect. We conclude an external gamification system yields better results than a classical design but does not exceed practice tests effect.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
50101 - Psychology (including human - machine relations)
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2023
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Frontiers in Education
ISSN
2504-284X
e-ISSN
—
Svazek periodika
8
Číslo periodika v rámci svazku
February
Stát vydavatele periodika
CH - Švýcarská konfederace
Počet stran výsledku
11
Strana od-do
1-11
Kód UT WoS článku
000943596400001
EID výsledku v databázi Scopus
2-s2.0-85149622549