Do points,badges and leaderboard increase learning and activity:A quasi-experiment on the effects of

来源 :The 23rd International Conference on Computers in Education( | 被引量 : 0次 | 上传用户:cs444444
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  Gamificat ion is the integration of game-like design elements into non-game context to engage people,mot ivate action,and solve problems.In tert iary educatio n,researchers and practitioners have been seeking for effective ways to improve student engagement and promote learning.In this study,we conducted a quasi-experiment at the University of Hong Kong to examine the effects of gamificat ion on student learning and engagement.Quantitative data from control group and treatment group,such as pre-test and post-test scores,participation rate,extra-assignment scores,were collected and analyzed.Results suggest that gamification strategies,aligned with instructional objectives and user context,are effective in improving student participation and encouraging extracurricular learning.Future research directions,on the effective use of gamification strategies,are discussed and suggested in the conclusion part.
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