The development of gamified learning activities to increase student engagement in learning

  • Chanut Poondej Innovative Learning Center, Srinakharinwirot University
  • Thanita Lerdpornkulrat Innovative Learning Center, Srinakharinwirot University

Abstract

In the literature, the potential efficacy of the gamification of education has been demonstrated. The aim of this study was to explore the influence of applying gamification techniques to increase student engagement in learning. The quasi-experimental nonequivalent-control group design was used with 577 undergraduate students from six classes. The students in three of the classes were assigned to be the treatment group whereas the students in the others were the control group. Students in the treatment group attended a course designed for gamification, while students in the control group attended a regular course. The results showed that in the treatment group, student engagement in learning was significantly better than that of the students in the control group. We provide empirical support for gamification of education and conclude that students clearly valued the engagement of gamified learning activities.

Author Biographies

Chanut Poondej, Innovative Learning Center, Srinakharinwirot University
Chanut Poondej is a lecturer of Innovative Learning Center at Srinakharinwirot University, Thailand. I conducts research on the field of learning innovation area. E-mail are: chanutp@g.swu.ac.th, p.chanut@gmail.com
Thanita Lerdpornkulrat, Innovative Learning Center, Srinakharinwirot University
Thaita Lerdpornkulrat is a lecturer of Innovative Learning Center at Srinakharinwirot University, Thailand.

References

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

Anaya, G. (1996). College experiences and student learning: The influence of active learning, college environments and cocurricular activities. Journal of College Student Development, 37(6), 611-622.

Arbaugh, J. B. (2000). Virtual classroom characteristics and student satisfaction with internet-based MBA courses. Journal of Management Education, 24(1), 32-54. doi: 10.1177/105256290002400104

Athiyaman, A. (1997). Linking student satisfaction and service quality perceptions: the case of university education. European Journal of Marketing, 31(7), 528-540. doi: doi:10.1108/03090569710176655

Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers & Education, 83, 57-63. doi: http://dx.doi.org/10.1016/j.compedu.2014.12.012

Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). So fun it hurts – Gamifying an engineering course. In D. D. Schmorrow & C. M. Fidopiastis (Eds.), Foundations of Augmented Cognition: 7th International Conference, AC 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013. Proceedings (pp. 639-648). Berlin, Heidelberg: Springer Berlin Heidelberg.

Beetham, H., & Sharpe, R. (2007). Rethinking Pedagogy for a Digital Age: Designing and Delivering E-Learning: Taylor & Francis.

Borges, S. d. S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. Paper presented at the Proceedings of the 29th Annual ACM Symposium on Applied Computing, Gyeongju, Republic of Korea.

Brigham, T. J. (2015). An introduction to gamification: Adding game elements for engagement. Medical reference services quarterly, 34(4), 471-480.

Brint, S., & Cantwell, A. (2012). Portrait of the disengaged.

Burke, B. (2014). Gamify: How gamification motivates people to do extraordinary things: Bibliomotion, Incorporated.

Busch, T. (1995). Gender differences in self-efficacy and attitudes toward computers. Journal of Educational Computing Research, 12(2), 147-158. doi: 10.2190/h7e1-xmm7-gu9b-3hwr

Carini, R. M., Kuh, G. D., & Klein, S. P. (2006). Student Engagement and Student Learning: Testing the Linkages*. Research in Higher Education, 47(1), 1-32. doi: 10.1007/s11162-005-8150-9

Cassidy, S., & Eachus, P. (2002). Developing the computer user self-efficacy (Cuse) scale: Investigating the relationship between computer self-efficacy, gender and experience with computers. Journal of Educational Computing Research, 26(2), 133-153. doi: 10.2190/jgjr-0kvl-hrf7-gcnv

Caton, H., & Greenhill, D. (2014). Rewards and penalties: A gamification approach for increasing attendance and engagement in an undergraduate computing module. International Journal of Game-Based Learning (IJGBL), 4(3), 1-12.

Cheong, C., Filippou, J., & Cheong, F. (2014). Towards the gamification of learning: Investigating student perceptions of game elements. Journal of Information Systems Education, 25(3), 233.

Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Hillsdale: NJ: Erlbaum.

Cothran, D. J., & Ennis, C. D. (2000). Building bridges to student engagement: Communicating respect and care for students in urban high schools. Journal of Research & Development in Education, 33(2), 106-117.

Cunningham, G. B. (2007). Development of the Physical activity class satisfaction questionnaire (PACSQ). Measurement in Physical Education and Exercise Science, 11(3), 161-176. doi: 10.1080/10913670701326443

Dickey, M. D. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research and Development, 53(2), 67-83. doi: 10.1007/bf02504866

Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. doi: http://dx.doi.org/10.1016/j.compedu.2012.12.020

Fullarton, S. (2002). Student engagement with school: Individual and school-level influences Longitudinal surveys of Australian youth research report (pp. 27).

Geelan, B., de Salas, K., Lewis, I., King, C., Edwards, D., & O'Mara, A. (2015). Improving Learning Experiences Through Gamification: A Case Study. Australian Educational Computing, 30(1).

Gonida, E. N., Voulala, K., & Kiosseoglou, G. (2009). Students' achievement goal orientations and their behavioral and emotional engagement: Co-examining the role of perceived school goal structures and parent goals during adolescence. Learning and Individual Differences, 19(1), 53-60. doi: http://dx.doi.org/10.1016/j.lindif.2008.04.002

Hakulinen, L., Auvinen, T., & Korhonen, A. (2015). The Effect of Achievement Badges on Students' Behavior: An Empirical Study in a University-Level Computer Science Course. iJET, 10(1), 18-29.

Hamari, J. (2015). Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior. doi: http://dx.doi.org/10.1016/j.chb.2015.03.036

Hampden-Thompson, G., & Bennett, J. (2013). Science teaching and learning activities and students' engagement in science. International Journal of Science Education, 35(8), 1325-1343. doi: 10.1080/09500693.2011.608093

Handelsman, M. M., Briggs, W. L., Sullivan, N., & Towler, A. (2005). A measure of college student course engagement. The Journal of Educational Research, 98(3), 184-192. doi: 10.3200/JOER.98.3.184-192

Heaslip, G., Donovan, P., & Cullen, J. G. (2014). Student response systems and learner engagement in large classes. Active Learning in Higher Education, 15(1), 11-24. doi: 10.1177/1469787413514648

Ib, M. B., x00E, x00F, ez, x00C, Di, S., & Delgado-Kloos, C. (2014). Gamification for engaging computer science students in learning activities: A case study. IEEE Transactions on Learning Technologies, 7(3), 291-301. doi: 10.1109/TLT.2014.2329293

Ibanez, M.-B., Di-Serio, A., & Delgado-Kloos, C. (2014). Gamification for engaging computer science students in learning activities: A case study. Learning Technologies, IEEE Transactions on, 7(3), 291-301.

Kaplan, D. S., Peck, B. M., & Kaplan, H. B. (1997). Decomposing the academic failure–Dropout relationship: A longitudinal analysis. The Journal of Educational Research, 90(6), 331-343. doi: 10.1080/00220671.1997.10544591

Kim, S. (2013). Effects of the gamified class in engineering education environments. Journal of Convergence Information Technology, 8(13), 253.

Klem, A. M., & Connell, J. P. (2004). Relationships matter: Linking teacher support to student engagement and achievement. Journal of school health, 74(7), 262-273.

Kluger, A. N., & DeNisi, A. (1996). The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory. Psychological Bulletin, 119(2), 254-284. doi: 10.1037/0033-2909.119.2.254

Koul, R., Roy, L., & Lerdpornkulrat, T. (2012). Motivational goal orientation, perceptions of biology and physics classroom learning environments, and gender. Learning Environments Research, 15(2), 217-229.

Koul, R. B., & Fisher, D. L. (2005). Cultural background and students’ perceptions of science classroom learning environment and teacher interpersonal behaviour in jammu, India. Learning Environments Research, 8(2), 195-211. doi: 10.1007/s10984-005-7252-9

Kuo, M.-S., & Chuang, T.-Y. (2016). How gamification motivates visits and engagement for online academic dissemination – An empirical study. Computers in Human Behavior, 55, Part A, 16-27. doi: http://dx.doi.org/10.1016/j.chb.2015.08.025

Leaning, M. (2015). A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree. Journal of Media Practice, 16(2), 155-170. doi: 10.1080/14682753.2015.1041807

Liem, A. D., Lau, S., & Nie, Y. (2008). The role of self-efficacy, task value, and achievement goals in predicting learning strategies, task disengagement, peer relationship, and achievement outcome. Contemporary Educational Psychology, 33(4), 486-512. doi: http://dx.doi.org/10.1016/j.cedpsych.2007.08.001

McMahon, B., & Portelli, J. P. (2004). Engagement for what? Beyond popular discourses of student engagement. Leadership and Policy in Schools, 3(1), 59-76. doi: 10.1076/lpos.3.1.59.27841

Nevin, C. R., Westfall, A. O., Rodriguez, J. M., Dempsey, D. M., Cherrington, A., Roy, B., . . . Willig, J. H. (2014). Gamification as a tool for enhancing graduate medical education. Postgraduate Medical Journal. doi: 10.1136/postgradmedj-2013-132486

O'Donovan, S., Gain, J., & Marais, P. (2013). A case study in the gamification of a university-level games development course. Paper presented at the Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference, East London, South Africa.

Oh, S. (2012). The characteristics and motivations of health answerers for sharing information, knowledge, and experiences in online environments. Journal of the American Society for Information Science and Technology, 63(3), 543-557. doi: 10.1002/asi.21676

Papastergiou, M. (2008). Are computer science and information technology still masculine fields? High school students’ perceptions and career choices. Computers & Education, 51(2), 594-608.

Poondej, C., Koul, R., & Sujivorakul, C. (2013). Achievement goal orientation and the critical thinking disposition of college students across academic programmes. Journal of Further and Higher Education, 37(4), 504-518. doi: 10.1080/0309877X.2011.645463

Reeve, J. (2012). A self-determination theory perspective on student engagement Handbook of research on student engagement (pp. 149-172): Springer.

Reiners, T., & Wood, L. (2014). Gamification in education and business: Springer International Publishing.

Ryan, R. M., & Deci, E. L. (2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25(1), 54-67. doi: http://dx.doi.org/10.1006/ceps.1999.1020

Schönbohm, A., & Urban, K. (2014). Can Gamification Close the Engagement Gap of Generation Y?: A pilot study from the digital startup sector in Berlin: Logos Verlag Berlin.

Trowler, V. (2010). Student engagement literature review. The Higher Education Academy, 11, 1-15.

Vassileva, J. (2012). Motivating participation in social computing applications: a user modeling perspective. User Modeling and User-Adapted Interaction, 22(1), 177-201. doi: 10.1007/s11257-011-9109-5

Vernadakis, N., Giannousi, M., Tsitskari, E., Antoniou, P., & Kioumourizoglou, E. (2012). Comparison of student satisfaction between traditional and blended technology course offerings in Physical education. Turkish Online Journal of Distance Education, 13(1).

Wang, M.-T., & Holcombe, R. (2010). Adolescents’ perceptions of school environment, engagement, and academic achievement in middle school. American Educational Research Journal, 47(3), 633-662.

Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business: Wharton Digital Press.

Published
2016-12-05
How to Cite
Poondej, C., & Lerdpornkulrat, T. (2016). The development of gamified learning activities to increase student engagement in learning. Australian Educational Computing, 31(2). Retrieved from https://journal.acce.edu.au/index.php/AEC/article/view/110
Section
Research Articles (Refereed/Reviewed)