Gamification: The effect on student motivation and performance at the post-secondary level

Meaghan C. Lister

Abstract


Computer games are increasingly part of the daily activities of Canadian students of all ages, and have been shown to support student motivation and learning however can be challenging to implement in the classroom.  Gamification involves incorporating elements of computer games such as points, leaderboards, and badges into non-game contexts in order to take advantage of the motivation provided by a game environment. An analysis of the literature was conducted to determine to what extent gamification supports student achievement and motivation among college level students. The findings from the analysis revealed that points, badges and achievements, leaderboards and levels are the most commonly implemented form of gamification. Incorporating gamification elements into post-secondary environments can motivate students and support student achievement in post-secondary environments. Increased class attendance and participation, which is positively correlated with improved student performance, was seen as a result of gamification. This is significant, as colleges and universities strive to attract, retain, and engage digitally savvy students who are increasingly demanding engaging, technologically rich, learning environments.

DOI:10.2458/azu_itet_v3i2_lister


Keywords


Gamification; post-secondary education; motivation; student performance; student achievement; points; leaderboards; badges; game-based learning;

Full Text:

PDF HTML

References


Abramovich, S., Schunn, C., & Higashi, R. (2013). Are badges useful in education?: It depends upon the type of badge and expertise of learner. Educational Technology Research and Development, 61(2), 217 - 232.

Active Healthy Kids Canada (2014). Is Canada in the Running? The 2014 Active Healthy Kids Canada Report Card on Physical Activity for Children and Youth. Retrieved from Active Healthy Kids website: http://www.activehealthykids.ca/ReportCard/SedentaryBehaviours.aspx

Adegoke, B., Salako, R., Ayinde, L. (2013). Impact of attendance on students’ academic performance in ICT related courses: Faculty of Engineering, Osun State Polytechnic, Iree. Journal of Education and Practice, 4(16), 95 – 98. Retrieved from www.iiste.org/Journals/index.php/JEP/article/download/7366/7501

Ahn, J., Pellicone, A., & Butler, B. (2014). Open badges for education: What are the implications at the intersection of open systems and badging? Research in Learning Technology, 22. doi: 10.3402/rlt.v22.23563

Annetta, L., Minogue, J., Holmes, S. & Cheng, M. (2009). Investigating the impact of videogames on high school students’ engagement and learning about genetics. Computers & Education, 53(1), 74-85.

Apostol, S., Zaharescu, L., & Alexe, I. (2013). Gamification of learning and educational games. Paper presented at the International Scientific Conference eLearning and Software for Education, 2, 67-72. Retrieved from http://search.proquest.com/docview/1440877124?accountid=12378

Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology, Research & Development, 53(1), 86 – 107.

Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Improving participation and learning with gamification. Proceedings of the First International Conference on gameful design, research, and applications, 10-17. doi:10.1145/2583008.2583010

Batson, L., & Feinberg, S. (2006). Game designs that enhance motivation and learning for teenagers. Electronic Journal for the Integration of Technology in Education, 5, 34 – 43.

Beach, R. (n.d.). Teaching literacy through gamification. Fanshawe College. Retrieved from http://www.fanshawec.ca/services/research/feature-stories/teaching-literacy-through-gamification

Berkling, K., & Thomas, C. (2013). Gamification of a software engineering course and a detailed analysis of the factors that lead to its failure. Paper presented at the 2013 International Conference on Interactive Collaborative Learning, 525-530. doi:10.1109/ICL.2013.6644642

Charles, D., Charles, T., McNeill, M., Bustard, D., & Black, M. (2011). Gameâ€based feedback for educational multiâ€user virtual environments. British Journal of Educational Technology, 42(4), 638-654. doi:10.1111/j.1467-8535.2010.01068.x

Creswell, J. W. (2012). Educational Research: Planning, conducting, and evaluating quantitative and qualitative research (4th ed.). Boston, MA: Pearson Education Inc.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th International Academic MindTrek Conference, 9-15. doi:10.1145/2181037.2181040

Deterding, S. (2014): Eudaimonic Design, or: Six Invitations to Rethink Gamification. In: Fuchs, M., Fizek, S., Ruffino, P. and Schrape, N. (Eds.): Rethinking Gamification. Lüneburg: meson press, pp. 305-331. Retrieved from https://dl.dropboxusercontent.com/u/220532/00%20Publications/rethinking-gamification-detering-eudaimonic-design.pdf

de Freitas, S. (2006). Using games and simulations in learning. Learning, Media and Technology, 31(4), 343 – 358. doi: 10.1080/17439880601021967

de-Marcos, L., Dominguez, A., Saenz-de-Navarrete, J., & Pages, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82-91.

Dominguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernandez-Sanz, L., Pages, C., Martinez-Herraiz, J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380 - 392.

Economic Modeling Specialists Intl. Atlantic Provinces Community College Consortium, (2014). Demonstrating the value of the Atlantic community colleges: Analysis of the economic impact and return on investment of education. Retrieved from website: http://www.apccc.ca/news/AtlProv_Agg_MainReport_1213_Finalv2.pdf

Erenli, K. (2011). Gamify your teaching: Using location-based games for educational purposes. International Journal of Advanced Corporate Learning, 6(2), 22-27. http://dx.doi.org/10.3991/ijac.v6i2.2960

Erenli, K. (2013). The Impact of Gamification - Recommending Education Scenarios. International Journal of Emerging Technologies in Learning (iJET), 8(2013), 15-21.

Essential facts about the Canadian computer and video game industry. (2013). Entertainment Software Association of Canada. Retrieved September 15, 2014, from http://theesa.ca/wp-content/uploads/2013/10/Essential-Facts-English.pdf

GÃ¥sland, M. (2011). Game mechanic based e-learning. Science And Technology, Master Thesis (June 2011). Retrieved October 4, 2014 from http://ntnu.diva-portal.org/smash/get/diva2:441760/FULLTEXT01.

Giannetto, D., Chao, J., & Fontana, A. (2013). Gamification in a social learning environment. Issues in Informing Science & Information Technology, 10, 195.

Goehle, G. (2013). Gamification and web-based homework. PRIMUS: Problems, Resources, and Issues in Mathematics Undergraduate Studies, 23(3), 234-246. doi:10.1080/10511970.2012.736451

Glover, Ian (2013). Play as you learn: Gamification as a technique for motivating learners. Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications, 1999 - 2008. Retrieved from http://shura.shu.ac.uk/7172/1/Glover_-_Play_As_You_Learn_-_proceeding_112246.pdf

Gros, Begona. (2007). Digital games in education: The design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23 – 38.

Haaranen, L., Ihantola, P., Hakulinen, L., & Korhonen, A. (2014). How (not) to introduce badges in online exercises. SIGCSE '14 Proceedings of the 45th ACM technical symposium on Computer science education, 33 - 38. doi: 10.1145/2538862.2538921

Hanus, M. & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80(0), 152 - 161.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? -- A literature review of empirical studies on gamification. Paper presented at the 2014 47th Hawaii International Conference on System Sciences, 3025-3034. doi:10.1109/HICSS.2014.377

Ke, F. (2009). A qualitative meta-analysis of computer games as learning tools. In R. E. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 1-32), New York: IGI Global.

Kloet, J. (2014). Lambton College launches innovative gamification program as part of mobile learning initiative [Press release]. Lambton College. Retrieved from https://www.lambton.on.ca/display_news.aspx?id=2147501461

Kuh, G., Cruce, T., Shoup, R., Kinzie, J. (2008). Unmasking the effects of student engagement on first-year college student grades and persistence. The Journal of High Education, 79(5), 540-563. Retrieved from http://www.yorku.ca/retentn/rdata/Unmaskingtheeffects.pdf

Lee, J. J., & Hammer, J. (2011). Gamification in education: what, how, Why Bother? Definitions and uses. Exchange Organizational Behavior Teaching Journal, 15(2), 1–5.

Li, C., Dong, Z., Untch, R. H., & Chasteen, M. (2013). Engaging computer science students through gamification in an online social network based collaborative learning environment. International Journal of Information and Education Technology, 3(1), 72-77. doi:10.7763/IJIET.2013.V3.237

Liu, M., Rosenblum, J., Horton, L., & Kang, J. (2014). Designing science learning with game-based approaches. Computers in the Schools, 31(1-2), 84 – 102. doi: 10.1080/07380569.2014.879776

Mayer R., & Johnson, C. (2010). Adding instructional features that promote learning in a game-like environment. Journal of Educational Computing Research, 42(3), 241 – 265.

McDaniel, R., Lindgren, R., & Friskics, J. (2012). Using badges for shaping interactions in online learning environments. Proceedings of the 2012 IEEE International Professional Communication Conference, 55-76.

Mekler, E., Brühlmann, F., Opwis, K., & Tuch, A. (2013a). Disassembling gamification: The effects of points and meaning on user motivation and performance. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI EA’13), 1137-1142. doi:10.1145/2468356.2468559

Mekler, E., Brühlmann, F., Opwis, K., & Tuch, A. (2013b). Do points, levels and leaderboards harm intrinsic motivation? An empirical analysis of common gamification elements. Proceedings of the First International Conference on gameful design, research, and applications, 66-73. doi:10.1145/2583008.2583017

Meyer, K. (2008). Do rewards shape online discussions? Journal of Interactive Online Learning, 7(2), 126 - 138.

Moreno, J. (2012). Digital competition game to improve programming skills. Educational Technology & Society, 15(3), 288-297.

Muntean, C.I. (2011). Raising engagement in e-learning through gamification. Proceedings of the 6th International Conference on Virtual Learning. Retrieved from http://icvl.eu/2011/disc/icvl/documente/pdf/met/ICVL_ModelsAndMethodologies_paper42.pdf

O’Donovan, S., Gain, J., & Marais, P. (2013). A case study in the gamification of a university-level games development course. Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference, (SAICSIT’13), 242 - 251. doi: 10.1145/2513456.2513469

Papastergiou, M. (2009). Digital game-based learning in high-school computer science education: Impact on educational effectiveness and student motivation. Computers and Education, 52 (1), 1 – 12.

Pedreira, O., Garcia, F., Brisaboa, N., & Piattini, M. (2014). Gamification in software engineering - A systematic mapping. Information and Software Technology. doi: 10.1016/j.infsof.2014.08.007

Prensky, M. (2005). "Engage me or enrage me": What today's learners demand. EDUCAUSE Review, 40(5), 60.

Prince, J.D. (2013) Gamification, Journal of Electronic Resources in Medical Libraries, 10(3), 162-169, doi: 10.1080/15424065.2013.820539

Shute, V. J. (2008). Focus on formative feedback. Review of Educational Research, 78(1), 153-189. doi:10.3102/0034654307313795

Stott, A. & Neustaedter, C. (2013) Analysis of Gamification in Education, Technical Report 2013-0422-01, Connections Lab, Simon Fraser University, Surrey, BC, Canada, April. Retrieved from http://clab.iat.sfu.ca/pubs/Stott-Gamification.pdf

Turner, C., Dierksheide, J., & Anderson, P. (2014). Learn2Mine: Data science practice and education through gameful experiences. International Journal of e-Education, e-Business, e-Management, and e-Learning, 4(3), 243 - 248.

Tüzün, H. (2007). Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context. British Journal of Educational Technology, 38(3), 465 – 477.

Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE Review, 41(2),16.

Villagrasa, S., & Duran, J. (2013). Gamification for learning 3D computer graphics arts. Proceedings of the First International Conference on technological ecosystem for enhancing multiculturality, 429-433. doi:10.1145/2536536.2536602

Watson, D., Hancock, M., & Mandryk, R. (2013). Gamifying behaviour that leads to learning. Proceedings of the First International Conference on gameful design, research, and applications, 87 - 90. doi: 10.1145/25830008.2583021

Whitton, N. (2012). The place of game-based learning in an age of austerity. Electronic Journal of e-Learning, 10(2), 249-256.