Effects of Tangible Rewards on Student Learning Performance, Knowledge Construction, and Perception in Fully Online Gamified Learning

Shurui Bai, D. Gonda, K. Hew
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Abstract

This study investigated the effects of tangible rewards on student learning performance, knowledge construction of online discussions, and perception in fully online gamified learning during the COVID-19 pandemic. We conducted a quasi-experiment study involving two classes: (a) A control group (N = 26) utilized gamification points as main intangible rewards, and (b) A treatment group (N = 26) utilized gamification points as main intangible rewards and high-quality assignment samples from a previous cohort as tangible rewards. Results suggest that the presence of tangible rewards had no impact on learning performance. However, tangible rewards motivated students to create more posts and replied more often to a peer's post in online discussions. According to the survey responses, students liked the learning experience where both tangible rewards and game elements as intangible rewards were used all together in a gamified class. Students also preferred the provision of course content closely related to learning material as rewards and suggested offering multiple types of rewards at regular intervals. Most students in the tangible rewards group often checked their peers' posts for gaining new knowledge and reflecting on their own work by comparison, which also showed students' active participation in knowledge construction of online discussions.
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全在线游戏化学习中有形奖励对学生学习绩效、知识建构和认知的影响
本研究调查了新冠肺炎大流行期间,有形奖励对学生学习成绩、在线讨论知识构建和完全在线游戏化学习感知的影响。我们进行了一项涉及两类的准实验研究:(a)对照组(N = 26)将游戏化积分作为主要的无形奖励,(b)治疗组(N = 26)将游戏化积分作为主要的无形奖励,并将之前队列中的高质量任务样本作为有形奖励。结果表明,有形奖励的存在对学习成绩没有影响。然而,有形的奖励激励学生发表更多的帖子,并在网上讨论中更频繁地回复同学的帖子。根据调查结果,学生们喜欢在游戏化课堂中同时使用有形奖励和游戏元素作为无形奖励的学习体验。学生也倾向于提供与学习材料密切相关的课程内容作为奖励,并建议定期提供多种形式的奖励。实物奖励组的大多数学生经常通过对比查看同龄人的帖子来获取新知识和反思自己的工作,这也显示了学生积极参与网络讨论的知识构建。
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