2020
DOI: 10.1016/j.ijhcs.2020.102496
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The effect of challenge-based gamification on learning: An experiment in the context of statistics education

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Cited by 200 publications
(147 citation statements)
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References 85 publications
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“…Gamifying homework changed the perception of the learning tasks; hence, the positive feedback from the experimental group outweighed the control group's feedback. Furthermore, challenge-based gamification is seen as helpful to support students' learning [55].…”
Section: Discussionmentioning
confidence: 99%
“…Gamifying homework changed the perception of the learning tasks; hence, the positive feedback from the experimental group outweighed the control group's feedback. Furthermore, challenge-based gamification is seen as helpful to support students' learning [55].…”
Section: Discussionmentioning
confidence: 99%
“…The incorporation of new technologies, and the virtual learning platforms that support them, open up the possibility of applying not only gamified activities to learn, but can be assessments of gamified learning at the quantitative level [19,20].…”
Section: Gamification As An Evaluation Strategymentioning
confidence: 99%
“…Gamification is applied to develop various learning materials, including: language, computers, statistics, and others [28], [29], [30]. The application of gamification is generally applied in learning design as a strategy to make learning methods more attractive [30], therefore increase students knowledge retention [31]. In another study, gamification was also shown to increase achievement motivation [32] and increase material absorption [29].…”
Section: Related Workmentioning
confidence: 99%