Publication | Closed Access
Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes
121
Citations
48
References
2018
Year
Unknown Venue
Behavioral Decision MakingGame ElementsBehavioral OutcomeEducational PsychologyEducationSocial SciencesPsychologyStudent MotivationExperimental EconomicsLearning OutcomesEducational GameGame DesignGamified ActivityLearning SciencesGamificationMotivationLearning AnalyticsEmpirical SupportBehavioral EconomicsLearning OutcomeGamified LearningAchievement MotivationSelf-regulated Learning
Preparing for exams is an important yet stressful time for many students. Self-testing is known to be an effective preparation strategy, yet some students lack motivation to engage or persist in self-testing activities. Adding game elements to a platform supporting self-testing may increase engagement and, by extension, exam performance. We conduct a randomized controlled experiment (n=701) comparing the effect of two game elements -- a points system and a badge system -- used individually and in combination. We find that the badge system elicits significantly higher levels of voluntary self-testing activity and this effect is particularly pronounced amongst a relatively small cohort. Importantly, this increased activity translates to a significant improvement in exam scores. Our data supports a causal relationship between gamification and learning outcomes, mediated by self-testing behavior. This provides empirical support for Landers' theory of gamified learning when the gamified activity is conducted prior to measuring learning outcomes.
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