2018
DOI: 10.1111/jcal.12254
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Learning and engagement in a gamified course: Investigating the effects of student characteristics

Abstract: The current study investigated college students' experiences of a gamified informatics course. We surveyed 139 students aged 18–31 years (M = 20 years, SD = 1.5) enrolled in an undergraduate informatics course focused on social networking technologies. Surveys were conducted at 3 time points during the course (beginning, middle, and end). Overall, we found positive trends with respect to students' perceptions of gamification's impact on their learning, achievement, and engagement in the course material. Althou… Show more

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Cited by 65 publications
(48 citation statements)
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“…Third, user characteristics and user needs/preferences are underexplored (Hamari, Koivisto, & Sarsa, ). There are exceptions (Davis, Sridharan, Koepke, Singh, & Boiko, ), but most system designers assume that users' characteristics follow gamer typologies (e.g., Bartle, ), that is, imaginary personae rather than data‐driven profiles (Deterding, ). Final limitation is the distinct possibility that gamified learning systems may not sustain learners' individual interests and engagement longitudinally (Davis et al, ; Rodríguez‐Aflecht et al, ), a phenomenon that we have labelled here as the novelty effect (Clark, ).…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…Third, user characteristics and user needs/preferences are underexplored (Hamari, Koivisto, & Sarsa, ). There are exceptions (Davis, Sridharan, Koepke, Singh, & Boiko, ), but most system designers assume that users' characteristics follow gamer typologies (e.g., Bartle, ), that is, imaginary personae rather than data‐driven profiles (Deterding, ). Final limitation is the distinct possibility that gamified learning systems may not sustain learners' individual interests and engagement longitudinally (Davis et al, ; Rodríguez‐Aflecht et al, ), a phenomenon that we have labelled here as the novelty effect (Clark, ).…”
Section: Introductionmentioning
confidence: 99%
“…There are exceptions (Davis, Sridharan, Koepke, Singh, & Boiko, ), but most system designers assume that users' characteristics follow gamer typologies (e.g., Bartle, ), that is, imaginary personae rather than data‐driven profiles (Deterding, ). Final limitation is the distinct possibility that gamified learning systems may not sustain learners' individual interests and engagement longitudinally (Davis et al, ; Rodríguez‐Aflecht et al, ), a phenomenon that we have labelled here as the novelty effect (Clark, ). This novelty effect has been documented in different bodies of literature: from the introduction of novel technology, the introduction of new IT systems to gamification systems (Hamari et al, ).…”
Section: Introductionmentioning
confidence: 99%
“…Courtois et al., 2014) or students’ gaming frequency (cf. Davis, Sridharan, Koepke, Singh, & Boiko, 2018). This study clearly showed that the computer science students performed better and liked the learning experience more than did the other students (who might have less positive attitudes toward ICT).…”
Section: Discussionmentioning
confidence: 99%
“…In spite of that, educators realize that their students enjoy playing games which influence their attention and satisfaction which stimulate and sustain students' motivation to learn. The application of gamification techniques in a curriculum can support a more comprehensive activity through its effect on students' sense of interaction, competition and motivation (Asikoy, 2017; Davis et. al, 2018).…”
Section: Games In Educationmentioning
confidence: 99%