2016
DOI: 10.1088/0031-9120/51/5/055007
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Gamification: using elements of video games to improve engagement in an undergraduate physics class

Abstract: Gamification has been extensively implemented and studied in corporate settings and has proven to be more effective than traditional employee-training programs, however, few classroom studies of gamification have been reported in the literature. Our study explored the potential of gamified on-line undergraduate physics content as a mechanism to enhance student learning and motivation. Specifically, the main objective of this work was to determine whether extrinsic motivation indicators commonly used in video g… Show more

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Cited by 43 publications
(42 citation statements)
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References 21 publications
(21 reference statements)
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“…Points. We found seven studies that examined gamification by using points (Cheong et al, 2013;Codish & Ravid, 2014;Dominguez et al, 2013;Moccozet et al, 2013;O'Donovan et al, 2013;Rose et al, 2016;Ténorio et al, 2016). Of these seven articles, only three report results they found specifically in relation to points.…”
Section: Results Relevant To Rq #1: Game Mechanics Studiedmentioning
confidence: 99%
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“…Points. We found seven studies that examined gamification by using points (Cheong et al, 2013;Codish & Ravid, 2014;Dominguez et al, 2013;Moccozet et al, 2013;O'Donovan et al, 2013;Rose et al, 2016;Ténorio et al, 2016). Of these seven articles, only three report results they found specifically in relation to points.…”
Section: Results Relevant To Rq #1: Game Mechanics Studiedmentioning
confidence: 99%
“…points, badges, and rewards, as a form of immediate feedback. There were six studies, however, that discussed immediate feedback as a separate game mechanic used in their gamified learning interventions (Buckley & Doyle, 2016;Cheong et al, 2013;Fleischman & Ariel, 2016;Geelan et al, 2015;O'Donovan et al, 2013;Rose et al, 2016). Only two of these six studies note results specific to the use of immediate feedback.…”
Section: Results Relevant To Rq #1: Game Mechanics Studiedmentioning
confidence: 99%
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“…This research aims to build game-based learning that can be used as a learning aid, especially in the material of logic and computer algorithms, as well as to measure the effect of game use on increasing student understanding. Utilization of games in real learning aims to provoke student interest [7] [8] in learning material while playing, so that with feelings of pleasure felt, it is hoped students can more easily understand the learning material presented [9] [10].…”
Section: Introductionmentioning
confidence: 99%