2015
DOI: 10.1007/s40593-015-0044-1
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Spendency: Students’ Propensity to Use System Currency

Abstract: Using students' process data from the game-based Intelligent Tutoring System (ITS) iSTART-ME, the current study examines students' propensity to use system currency to unlock game-based features, (i.e., referred to here as spendency). This study examines how spendency relates to students' interaction preferences, insystem performance, and learning outcomes (i.e., self-explanation quality, comprehension). A group of 40 high school students interacted with iSTART-ME as part of an 11-session experiment (pretest, … Show more

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Cited by 26 publications
(5 citation statements)
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“…While those overall findings have indicated that digital gamification has demonstrated the massive potential benefits in education domain, however, some scholars have presented a list of critic points on this issue. Some of them are (1) distraction from learning goals (Bolliger et al, 2015;Kocadere & Çağlar, 2015;Snow et al, 2015), (2) health concerns (Bolliger et al, 2015), and (3) lack of frameworks for planning and gamification set-up in a learning contexts (Ding, 2019;Toda et al, 2018).…”
Section: Literature Review Digital Gamification In Efl Contextmentioning
confidence: 99%
“…While those overall findings have indicated that digital gamification has demonstrated the massive potential benefits in education domain, however, some scholars have presented a list of critic points on this issue. Some of them are (1) distraction from learning goals (Bolliger et al, 2015;Kocadere & Çağlar, 2015;Snow et al, 2015), (2) health concerns (Bolliger et al, 2015), and (3) lack of frameworks for planning and gamification set-up in a learning contexts (Ding, 2019;Toda et al, 2018).…”
Section: Literature Review Digital Gamification In Efl Contextmentioning
confidence: 99%
“…Chance is directly affected by the users' luck; some strategies can be used to mitigate the "bad luck" effect as including an automatic success after a certain number of tries. When the Economy is not related to the content, the user may lose focus on what is important (Snow et al 2015). Although, the users might find attractive when the Economy is tied directly to advantages related to the class, e.g.…”
Section: Ecological Dimensionmentioning
confidence: 99%
“…With a more methodical approach, Snow et al [33] studied how VC impacts in-system performance and learning outcomes in the context of an intelligent tutoring system (ITS). Students earn iBucks through their interactions with the ITS and use them to unlock gamebased features.…”
Section: Related Workmentioning
confidence: 99%