Gamifying a Simulation: Do a Game Goal, Choice, Points, and Praise Enhance Learning?
Identifikátory výsledku
Kód výsledku v 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>
Nalezeny alternativní kódy
RIV/00216208:11320/19:10401846 RIV/00216208:11210/19:10401846
Výsledek na webu
<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>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Gamifying a Simulation: Do a Game Goal, Choice, Points, and Praise Enhance Learning?
Popis výsledku v původním jazyce
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.
Název v anglickém jazyce
Gamifying a Simulation: Do a Game Goal, Choice, Points, and Praise Enhance Learning?
Popis výsledku anglicky
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.
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
Výsledek vznikl pri realizaci vícero projektů. Více informací v záložce Projekty.
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2019
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Journal of Educational Computing Research
ISSN
0735-6331
e-ISSN
—
Svazek periodika
57
Číslo periodika v rámci svazku
6
Stát vydavatele periodika
US - Spojené státy americké
Počet stran výsledku
39
Strana od-do
1575-1613
Kód UT WoS článku
000482049500010
EID výsledku v databázi Scopus
2-s2.0-85059073631