Skip to main content

An Empirical Study of the Effects of Virtual Currency on Learners in Out of Class Practicing

  • Conference paper
  • First Online:

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13450))

Abstract

As a gamification element, virtual currency (VC) stands for rewards that can be exchanged for virtual or real goods. While some forms of reward-based gamification have been studied extensively, the exploration of the impact of VC on learners is relatively scarce. In particular, there is a lack of studies investigating its effects in different learning contexts. Since VC can evoke perception of benefits with positive impact on course outcomes, it may be experienced as an extrinsic incentive. On the other hand, VC can promote internalized motivation when awarded for accomplishment of certain challenges. To bridge this gap we are conducting a longitudinal study on the impact of VC on student motivation and engagement in different contexts and with different types of learners. The goal of this paper is to empirically investigate whether and how VC can improve the engagement in out-of-class practicing of a certain population of learners in a gamified Discrete Structures course. The study demonstrated a strong positive impact of VC on learners’ engagement however VC exhibited no significant impact on students’ academic performance and intrinsic motivation.

Supported by NSF DUE - 1821189.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Chang, J.W., Wei, H.Y.: Exploring engaging gamification mechanics in massive online open courses. Educ. Technol. Soc. 19 (2016)

    Google Scholar 

  2. Deci, E., Ryan, R., Gagné, M., Leone, D., Usunov, J., Kornazheva, B.: Need satisfaction, motivation, and well-being in the work organizations of a former eastern bloc country: a cross-cultural study of self-determination. Pers. Soc. Psychol. Bull. 27, 930–942 (2021)

    Article  Google Scholar 

  3. Deci, E.L., Eghrari, H., Patrick, B.C., Leone, D.: Facilitating internalization: the self-determination theory perspective. J. Pers. 62, 119–142 (1994)

    Article  Google Scholar 

  4. Denny, P., McDonald, F., Empson, R., Kelly, P., Petersen, A.: Empirical support for a causal relationship between gamification and learning outcomes. In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (2018)

    Google Scholar 

  5. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining “gamification”. In: Proceedings of 15th MindTrek 2011 Conference: Envisioning Future Media Environments (2011)

    Google Scholar 

  6. Dichev, C., Dicheva, D.: Gamifying education: what is known, what is believed and what remains uncertain: a critical review. Int. J. Educ. Technol. High. Educ. 14(1), 1–36 (2017). https://doi.org/10.1186/s41239-017-0042-5

    Article  Google Scholar 

  7. Dichev, C., Dicheva, D., Irwin, K.: Gamifying learning for learners. Int. J. Educ. Technol. High. Educ. 17(1), 1–14 (2020). https://doi.org/10.1186/s41239-020-00231-0

    Article  Google Scholar 

  8. Dicheva, D., Hsin, W.J., Dichev, C., Guy, B., Cassel, L., Irwin, K.: Exploring the effect of virtual currency on learners engagement. ICALT 2021, 83–87 (2021)

    Google Scholar 

  9. Dicheva, D., Irwin, K., Dichev, C.: OneUp: engaging students in a gamified data structures course. In: Proceedings of 50th ACM SIGCSE Conference. ACM (2019)

    Google Scholar 

  10. Domínguez, A., de Navarrete, J.S., De-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.J.: Gamifying learning experiences: practical implications and outcomes. Comput. Educ. 63, 380–392 (2013)

    Article  Google Scholar 

  11. Hanus, M., Fox, J.: Assessing the effects of gamification in the classroom: a longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Comput. Educ. 80, 152–161 (2015)

    Article  Google Scholar 

  12. Huang, R., et al.: The impact of gamification in educational settings on student learning outcomes: a meta-analysis. Educ. Tech. Res. Dev. 68(4), 1875–1901 (2020). https://doi.org/10.1007/s11423-020-09807-z

    Article  Google Scholar 

  13. Ilardi, B., Leone, D., Kasser, T., Ryan, R.: Employee and supervisor ratings of motivation: main effects and discrepancies associated with job satisfaction and adjustment in a factory setting. J. Appl. Soc. Psychol. 23 (1993)

    Google Scholar 

  14. Louw, J., Muller, J., Tredoux, C.: Time-on-task, technology and mathematics achievement. Eval. Program Plan. 31, 41–50 (2008)

    Article  Google Scholar 

  15. Kasser, T., Davey, J., Ryan, R.: Motivation and employee-supervisor discrepancies in a psychiatric vocational rehabilitation setting. Rehabil. Psychol. 37, 175–188 (1992)

    Google Scholar 

  16. Kosovich, J.J., Hulleman, C.S., Barron, K.E., Getty, S.: A practical measure of student motivation: establishing validity evidence for the expectancy-value-cost scale in middle school. J. Early Adolesc. 35(5–6), 790–816 (2015)

    Article  Google Scholar 

  17. Kyewski, E., Krämer, N.C.: To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Comput. Educ. 118, 25–37 (2018)

    Article  Google Scholar 

  18. Lopes, R.P.: An award system for gamification in higher education. In: 7th International Conference of Education, Research and Innovation, Valencia, pp. 5563–5573 (2014)

    Google Scholar 

  19. Luo, Z.: Gamification for educational purposes: what are the factors contributing to varied effectiveness? Educ. Inf. Technol. 27, 891–915 (2021)

    Article  Google Scholar 

  20. de Marcos, L., Domínguez, A., de Navarrete, J.S., Pagés, C.: An empirical study comparing gamification and social networking on e-learning. Comput. Educ. 75, 82–91 (2014)

    Article  Google Scholar 

  21. Nacke, L.E., Deterding, S.: The maturing of gamification research. Comput. Hum. Behav. 450–454 (2017)

    Google Scholar 

  22. Nicholson, S.: A recipe for meaningful gamification. In: Gamification in Education and Business (2015)

    Google Scholar 

  23. O’Donovan, S., Gain, J., Marais, P.: A case study in the gamification of a university-level games development course. In: Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference, pp. 242–251 (2013)

    Google Scholar 

  24. Ortega-Arranz, A.: Supporting practitioners in the gamification of MOOCs through reward-based strategies. Ph.D. thesis, Universidad de Valladolid (2021)

    Google Scholar 

  25. Ortega-Arranz, A., Bote-Lorenzo, M.L., Asensio-Pérez, J.I., MartínezMonés, A., Gómez-Sánchez, E., Dimitriadis, Y.: To reward and beyond: analyzing the effect of reward-based strategies in a MOOC. Comput. Educ. 142 (2019)

    Google Scholar 

  26. Ortega-Arranz, A., Kalz, M., Martínez-Monés, A.: Creating engaging experiences in MOOC through in-course redeemable rewards. In: Proceedings of the 2018 Global Engineering Education Conference, pp. 1875–1882. IEEE (2018)

    Google Scholar 

  27. van Roy, R., Deterding, S., Zaman, B.: Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild. Int. J. Hum. Comput. Stud. 127, 62–80 (2019)

    Article  Google Scholar 

  28. Ryan, R.M., Deci, E.L.: Intrinsic and extrinsic motivations: classic definitions and new directions. Contemp. Educ. Psychol. 25, 54–67 (2000)

    Article  Google Scholar 

  29. Vassileva, J., McCalla, G.I., Greer, J.E.: From small seeds grow fruitful trees: how the PHelpS peer help system stimulated a diverse and innovative research agenda over 15 years. Int. J. Artif. Intell. Educ. 26 (2016)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Darina Dicheva .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Dicheva, D., Cassel, L., Styer, R., Dichev, C., Guy, B., Irwin, K. (2022). An Empirical Study of the Effects of Virtual Currency on Learners in Out of Class Practicing. In: Hilliger, I., Muñoz-Merino, P.J., De Laet, T., Ortega-Arranz, A., Farrell, T. (eds) Educating for a New Future: Making Sense of Technology-Enhanced Learning Adoption. EC-TEL 2022. Lecture Notes in Computer Science, vol 13450. Springer, Cham. https://doi.org/10.1007/978-3-031-16290-9_6

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-16290-9_6

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-16289-3

  • Online ISBN: 978-3-031-16290-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics