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Improving participation and learning with gamification

Published: 02 October 2013 Publication History

Abstract

In this paper we explore how gamification can be applied to education in order to improve student engagement. We present a study in which a college course was gamified, by including experience points, levels, badges, challenges and leaderboards. The study was five years long, where the first three were non-gamified years, and the last two regarded two successive experiments of our gamified approach. To assess how gamification impacted the learning experience, we compared data from both gamified and non-gamified years, using different performance measures. Results show significant improvements in terms of attention to reference materials, online participation and proactivity. They also suggest that our approach can reduce grade discrepancies among students and help them score better. Modeling course activities with game challenges and properly distributing those over the term seem to enhance this effect.

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    cover image ACM Other conferences
    Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
    October 2013
    148 pages
    ISBN:9781450328159
    DOI:10.1145/2583008
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    • UWATERLOO: University of Waterloo
    • IMMERSe: IMMERSe Network
    • Waterloo Stratford Campus: University of Waterloo Stratford Campus
    • University of Ontario Institute of Technology

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 02 October 2013

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    Author Tags

    1. education
    2. evaluation
    3. gamification
    4. student participation
    5. virtual learning environments

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    Gamification '13
    Sponsor:
    • UWATERLOO
    • IMMERSe
    • Waterloo Stratford Campus
    Gamification '13: Gameful Design, Research, and Applications
    October 2 - 4, 2013
    Ontario, Toronto, Canada

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    Gamification '13 Paper Acceptance Rate 9 of 25 submissions, 36%;
    Overall Acceptance Rate 9 of 25 submissions, 36%

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    • (2025)Is Gamification Effective for Women Who Wish to Learn Computer Programming?Human Behavior and Emerging Technologies10.1155/hbe2/64106542025:1Online publication date: 6-Feb-2025
    • (2024)Enhancing the Learning and Application of Knowledge in University StudentsPractices and Implementation of Gamification in Higher Education10.4018/979-8-3693-0716-8.ch004(71-87)Online publication date: 26-Jan-2024
    • (2024)The Potential of Gamification in the Multigenerational Learning OrganizationsCreating Learning Organizations Through Digital Transformation10.4018/979-8-3693-0556-0.ch008(137-155)Online publication date: 9-Feb-2024
    • (2024)¿Es posible motivar a los estudiantes sin darles incentivos sobre su calificación final en la asignatura?Is it possible to motivate students without offering them incentives tied to their final grade in the subject?European Public & Social Innovation Review10.31637/epsir-2025-64910(1-17)Online publication date: 28-Nov-2024
    • (2024)Transforming Higher Education: The Power of Educational BreakoutsTransformando la Educación Superior: El Poder de los Breakouts EducativosEuropean Public & Social Innovation Review10.31637/epsir-2024-9619(1-19)Online publication date: 29-Oct-2024
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    • (2024)The Gamification Advantage: Innovating Education through Engagement2024 9th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM)10.1109/SEEDA-CECNSM63478.2024.00045(204-208)Online publication date: 20-Sep-2024
    • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
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