2019
DOI: 10.1002/cae.12116
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Gamification through leaderboards: An empirical study in engineering education

Abstract: Universities are looking for solutions to engage more students in STEM domains and enhance their learning performance (LP). In this context, gamification is put forward as a solution to achieve this aim. The present study examined the effect of gamification – building on leaderboards ‐ on LP. Furthermore, mediating variables, such as intrinsic motivation, self‐efficacy, engagement, and background variables, such as sex, previous gaming experience, and undergraduate major, were considered. A pretest‐posttest qu… Show more

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Cited by 94 publications
(76 citation statements)
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“…The researcher conducted a meta-analysis on the findings from the systematic review, using the codes from the PRISMA guidelines and the mean difference values from research articles. The mean ES values, along with 95% CIs, were estimated using a random-effects model for all outcomes [ 3 , 28 , 29 , 30 , 31 , 32 , 33 , 34 , 35 , 36 , 37 , 38 , 39 , 40 , 41 , 42 , 43 , 44 ] displayed in Table 1 . To compute ES measures, mean group differences of final test score and participation level between gamification and control group were used.…”
Section: Methodsmentioning
confidence: 99%
“…The researcher conducted a meta-analysis on the findings from the systematic review, using the codes from the PRISMA guidelines and the mean difference values from research articles. The mean ES values, along with 95% CIs, were estimated using a random-effects model for all outcomes [ 3 , 28 , 29 , 30 , 31 , 32 , 33 , 34 , 35 , 36 , 37 , 38 , 39 , 40 , 41 , 42 , 43 , 44 ] displayed in Table 1 . To compute ES measures, mean group differences of final test score and participation level between gamification and control group were used.…”
Section: Methodsmentioning
confidence: 99%
“…The gamification of learning makes it possible to increase motivation and engagement by capturing the students' interest and inspiring them to continue learning [60], thus improving their absorption and retention of knowledge [33], and providing immediate and meaningful feedback that will help them adjust their performance [28]. It has, therefore, been used in the teaching-learning process of several different contents, with positive results [14,26,59], and it is for this reason that we have included gamification in the design of MiniBool. This element is not found in any of the related studies presented in Table 1.…”
Section: Gamificationmentioning
confidence: 99%
“…In addition to studying the relationship between game types and personality traits, some researchers are inclined to look at motivational effect that a specific game element has on student's performance, such as leaderboards (Ortiz-Rojas, Chiluiza, K., & Valcke, 2019;De Pontes, Medeiros, Guerrero & De Figueiredo, 2019;González, 2018) or a certain combination of game element, such as game goal, choice, points, and praise delivered by a non-player character (Brom, Bromová & Děchtěrenko, 2019). Ortiz-Rojas, Chiluiza & Valcke (2019) considered association between learning performance and following background variables: sex, previous gaming experience, and undergraduate major. The authors found only previous gaming experience to be in positive association with learning performance.…”
Section: State Of the Art Reviewmentioning
confidence: 99%