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Does Gamification Work? Analyzing Effects of Game Features on Learning in an Adaptive Scenario-Based Trainer

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Adaptive Instructional Systems (HCII 2020)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12214))

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Abstract

Although many praise the positive benefits of game-based training to increase learner engagement and performance, there has been little empirical research to support these claims. The goal of this experiment was to establish whether adding game features has a positive impact on performance during training and leads to better learning outcomes. Specifically, we explored whether the presence of game features (i.e., performance gauges) and competition features (i.e., leaderboard) affected motivation and learning outcomes within the Periscope Operator Adaptive Trainer (POAT). We conducted an experiment with 49 Submarine Officer Basic Course students who were assigned randomly to either training with a version of POAT with game features (Game Features condition) or one without game features (Control condition). Analyses revealed no differences between the two conditions on learning gains or reported motivation. The results did show that students in both conditions improved significantly on the accuracy (i.e., angle on the bow and range) and timeliness of their periscope calls from pre-test to post-test, providing additional support for the benefits of adaptive training but not game features.

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Notes

  1. 1.

    The data were also submitted to a repeated measures ANOVA with training condition as the between-subjects variable and test type (pre- and post-test scores) as the within-subjects variable. The results indicated that AOB accuracy improved for both groups between the pre- and post-test [F(1,47) = 11.456, p = .001, ηp2 = .196], but there was no difference between training groups [F(1,47) = 0.192, p = .663, ηp2 = .004], nor was there an interaction between variables [F(1,47) = 1.573, p = .216, ηp2 = .032]. Overall, adaptive training increased AOB accuracies by approximately 50%.

  2. 2.

    A second repeated measures ANOVA was conducted on pre- and post-test range scores. As with AOB, the accuracy for range scores also improved after adaptive training [F(1,47) = 20.846, p < .001, ηp2 = .307]. Again, the training groups did not differ on range accuracy [F(1,47) = 0.052, p = .821, ηp2 = .001], nor was there an interaction [F(1,47) = 0.257, p = .615, ηp2 = .005].

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Acknowledgments

We gratefully acknowledge Dr. James Sheehy who sponsored this work through the Section 219 Naval Innovative Science and Engineering Basic and Applied Research program. We would also like to thank Derek Tolley developing the versions of POAT used in the experiment. Presentation of this material does not constitute or imply its endorsement, recommendation, or favoring by the U.S. Navy or Department of Defense (DoD). The opinions of the authors expressed herein do not necessarily state or reflect those of the U.S. Navy or DoD.

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Correspondence to Cheryl I. Johnson .

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Johnson, C.I., Bailey, S.K.T., Mercado, A.D. (2020). Does Gamification Work? Analyzing Effects of Game Features on Learning in an Adaptive Scenario-Based Trainer. In: Sottilare, R.A., Schwarz, J. (eds) Adaptive Instructional Systems. HCII 2020. Lecture Notes in Computer Science(), vol 12214. Springer, Cham. https://doi.org/10.1007/978-3-030-50788-6_36

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  • DOI: https://doi.org/10.1007/978-3-030-50788-6_36

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