2015
DOI: 10.1007/978-3-319-19773-9_82
|View full text |Cite
|
Sign up to set email alerts
|

Gamification of Online Learning

Abstract: Abstract. The gamification of online learning has been a subject of interest lately. This study attempts to explore two things in particular, the effects of gamification on learning and the moderating effects of user characteristics. The results demonstrate that the gamification elements contribute to higher learning outcomes while two user characteristics, agreeableness and pre-training motivation, are important moderators of the links between the gamification elements and learning outcomes. The study finding… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

0
23
0
3

Year Published

2017
2017
2023
2023

Publication Types

Select...
5
1

Relationship

0
6

Authors

Journals

citations
Cited by 38 publications
(26 citation statements)
references
References 2 publications
0
23
0
3
Order By: Relevance
“…Another interesting observation is the low proportion of studies on gamifying STEM disciplines, excluding CS/IT and mathematics, where reinforcement of motivation is particularly beneficial: only two out of thirty two (Bonde et al, 2014) and . Anderson, Nash, & McCauley, 2015;Auvinen, Hakulinen, & Malmi, 2015;Bernik, Bubaš, & Radošević, 2015;Hakulinen, Auvinen, & Korhonen, 2015;Herbert, Charles, Moore, & Charles, 2014;Ibanez, Di Serio, & Delgado-Kloos, 2014;Knutas, Ikonen, Maggiorini, Ripomonti, & Porras, 2014a;Knutas, Ikonen, Nikula, & Porras, 2014b;Krause, Mogalle, Pohl, & Williams, 2015;Laskowski & Badurowicz, 2014;Leach, Laur, Code, Bebbington, & Broome, 2014;Lehtonen, Aho, Isohanni, & Mikkonen, 2015;Poole, Kemp, Patterson, & Williams, 2014;Sillaots, 2014;Sillaots, 2015;Smith, Herbert, Kavanagh, & Reidsema, 2014;Tvarozek & Brza, 2014) Math 5 (10%) (Attali & Arieli-Attali, 2015 a ;Christy & Fox, 2014;Long & Aleven, 2014;Paiva et al, 2015 a ; Pedro, Lopes, Prates, Vassileva, & Isotani, 2015b) a Multimedia/ Communication 6 (12%) (Barata, Gama, Jorge, & Gonçalves, 2014;Hanus & Fox, 2015;Holman et al, 2015;Jang, Park, & Yi, 2015;Leach et al, 2014;Utomo & Santoso, 2015) Medicine/Biology/ Psychology 5 (10%) (Bonde et al, 2014;Landers & Landers, 2015;Nevin et al, 2014;Pettit, McCoy, Kinney, & Schwartz, 2015; a Languages 4 (8%) ...…”
Section: What Subjects Are Gamified?mentioning
confidence: 99%
See 4 more Smart Citations
“…Another interesting observation is the low proportion of studies on gamifying STEM disciplines, excluding CS/IT and mathematics, where reinforcement of motivation is particularly beneficial: only two out of thirty two (Bonde et al, 2014) and . Anderson, Nash, & McCauley, 2015;Auvinen, Hakulinen, & Malmi, 2015;Bernik, Bubaš, & Radošević, 2015;Hakulinen, Auvinen, & Korhonen, 2015;Herbert, Charles, Moore, & Charles, 2014;Ibanez, Di Serio, & Delgado-Kloos, 2014;Knutas, Ikonen, Maggiorini, Ripomonti, & Porras, 2014a;Knutas, Ikonen, Nikula, & Porras, 2014b;Krause, Mogalle, Pohl, & Williams, 2015;Laskowski & Badurowicz, 2014;Leach, Laur, Code, Bebbington, & Broome, 2014;Lehtonen, Aho, Isohanni, & Mikkonen, 2015;Poole, Kemp, Patterson, & Williams, 2014;Sillaots, 2014;Sillaots, 2015;Smith, Herbert, Kavanagh, & Reidsema, 2014;Tvarozek & Brza, 2014) Math 5 (10%) (Attali & Arieli-Attali, 2015 a ;Christy & Fox, 2014;Long & Aleven, 2014;Paiva et al, 2015 a ; Pedro, Lopes, Prates, Vassileva, & Isotani, 2015b) a Multimedia/ Communication 6 (12%) (Barata, Gama, Jorge, & Gonçalves, 2014;Hanus & Fox, 2015;Holman et al, 2015;Jang, Park, & Yi, 2015;Leach et al, 2014;Utomo & Santoso, 2015) Medicine/Biology/ Psychology 5 (10%) (Bonde et al, 2014;Landers & Landers, 2015;Nevin et al, 2014;Pettit, McCoy, Kinney, & Schwartz, 2015; a Languages 4 (8%) ...…”
Section: What Subjects Are Gamified?mentioning
confidence: 99%
“…A sizable part of the papers (16) studied gamification of courses as a whole, which implies gamifying a range of learning activities. Half of these are studies of gamified online courses Bernik et al, 2015;Jang et al, 2015;Krause et al, 2015;Leach et al, 2014;Sillaots, 2014;Utomo & Santoso, 2015), while the remaining part are regular courses typically with web-based learning support. Online learning normally requires stronger motivation, which makes it a somewhat more promising field for applying gamification.…”
Section: What Subjects Are Gamified?mentioning
confidence: 99%
See 3 more Smart Citations