2015
DOI: 10.3991/ijet.v10i1.4247
|View full text |Cite
|
Sign up to set email alerts
|

Cogent: Case Study of Meaningful Gamification in Education with Virtual Currency

Abstract: Abstract-This paper analyzes students' experience with Cogent, a virtual economy system used throughout the 4 years of a B.S. degree in a Technology major. The case study explains the rules of the Cogent system and investigates its effectiveness to motivate students to learn. Using focus groups and interviews, we collected qualitative data from students about their experience and perceptions of Cogent. The results indicate that Cogent played an encouraging and motivational role for these students and suggest p… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

1
11
0
2

Year Published

2015
2015
2021
2021

Publication Types

Select...
7
1

Relationship

0
8

Authors

Journals

citations
Cited by 31 publications
(14 citation statements)
references
References 24 publications
1
11
0
2
Order By: Relevance
“…Although the majority of studies identified in our review uncovered positive motivational effects of gamification (e.g., Chen, Burton, Vorvoreanu, & David, 2015;Ibanez et al, 2014;Maia & Graeml, 2015;Xiang et al, 2014), some pointed to mixed or even negative effects on student engagement. Consistent with their negative findings related to student achievement, Hanus and Fox (2015) found that students in the gamified course showed less motivation, satisfaction, and empowerment than students in the nongamified course.…”
Section: Empirical Research On the Effects Of Gamified Learning Envmentioning
confidence: 85%
“…Although the majority of studies identified in our review uncovered positive motivational effects of gamification (e.g., Chen, Burton, Vorvoreanu, & David, 2015;Ibanez et al, 2014;Maia & Graeml, 2015;Xiang et al, 2014), some pointed to mixed or even negative effects on student engagement. Consistent with their negative findings related to student achievement, Hanus and Fox (2015) found that students in the gamified course showed less motivation, satisfaction, and empowerment than students in the nongamified course.…”
Section: Empirical Research On the Effects Of Gamified Learning Envmentioning
confidence: 85%
“…Ellas mismas expresan cómo la estrategia didáctica las ayudó a analizar la materia vista en clase y a tratar de entenderla por cuenta propia, así como que les dio la motivación para investigar por sí mismas sobre los contenidos vistos en clase. Como lo indican Chen et al (2015), Leblanc apunta que la gamificación puede motivar a las personas a participar más profundamente y cambiar su concepto de sí mismas como estudiantes.…”
Section: Resultados Análisis Y Discusiónunclassified
“…Junto con ello, es apreciada como un medio para atraer al estudiantado a adquirir conocimientos en distintos cursos académicos y a profundizar en estos (Barlow y Fleming, 2016), al presentar las características de desafío, curiosidad y fantasía (Fan, Xiao y Su, 2015). Esto se debe a que dentro del contexto de los juegos, las personas voluntariamente invierten horas incontables en el desarrollo de habilidades para la resolución de problemas, para nivelarse y para alcanzar sus metas finales (Chen, Burton, Mihaela y Whittinghill, 2015). Con ello, se busca motivar y comprometer al estudiantado por períodos prolongados, y emplear ese mismo nivel de motivación y compromiso en otros contextos distintos donde no se utilice esta estrategia (Cheong, Filippou y Cheong, 2014).…”
Section: Características De La Gamificación En La Educaciónunclassified
“…Learners are motivated to engage with the game, and with peers, through a series of intrinsic (self-efficacy, personal challenge of problem solving, etc.) and extrinsic motivators (acquisition of points, levels and rewards, and team competition) [2][3][4][5].…”
Section: Introductionmentioning
confidence: 99%