Gamification and Student Engagement with a Curriculum-based Measurement System

Yu Yan, Simon Hooper, Shi-Wei Pu
{"title":"Gamification and Student Engagement with a Curriculum-based Measurement System","authors":"Yu Yan, Simon Hooper, Shi-Wei Pu","doi":"10.3991/IJAI.V1I1.10805","DOIUrl":null,"url":null,"abstract":"In this study, we employed a random control experiment to evaluate the effectiveness of gamification (e.g. scores, goal, progressive bar, etc.) and initial task difficulty on college student engagement in computer-based assessments. A group of Chinese college students (N=97) were randomly assigned to four groups obtained by crossing the two independent variables: gamification (with or without) and initial difficulty level (low or normal). The experiment lasted for 35 minutes, and each student was asked to complete several mini-tests (named maze tests). Student engagement was measured by the average off-task time between two maze tests. The results showed that both gamification and low-difficulty entry level reduced students’ off-task time.  However, the gamification effect was only significant for male students but not for female students. The study also demonstrated that the maze test can be a potential method to predict the general English proficiency with Chinese English language learners.","PeriodicalId":165037,"journal":{"name":"Int. J. Learn. Anal. Artif. Intell. Educ.","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Int. J. Learn. Anal. Artif. Intell. Educ.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3991/IJAI.V1I1.10805","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

In this study, we employed a random control experiment to evaluate the effectiveness of gamification (e.g. scores, goal, progressive bar, etc.) and initial task difficulty on college student engagement in computer-based assessments. A group of Chinese college students (N=97) were randomly assigned to four groups obtained by crossing the two independent variables: gamification (with or without) and initial difficulty level (low or normal). The experiment lasted for 35 minutes, and each student was asked to complete several mini-tests (named maze tests). Student engagement was measured by the average off-task time between two maze tests. The results showed that both gamification and low-difficulty entry level reduced students’ off-task time.  However, the gamification effect was only significant for male students but not for female students. The study also demonstrated that the maze test can be a potential method to predict the general English proficiency with Chinese English language learners.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
基于课程的测量系统的游戏化和学生参与
在本研究中,我们采用随机对照实验来评估游戏化(如分数、目标、进度条等)和初始任务难度对大学生参与计算机化评估的有效性。一组中国大学生(N=97)被随机分为四个组,通过交叉两个自变量:游戏化(有或没有)和初始难度水平(低或正常)。实验持续了35分钟,每个学生被要求完成几个小测试(称为迷宫测试)。学生的参与度是通过两次迷宫测试之间的平均空闲时间来衡量的。结果表明,游戏化和低难度入门都减少了学生的非任务时间。然而,游戏化效应仅在男生中显著,而在女生中不显著。本研究还表明,迷宫测试可以作为预测中国英语学习者总体英语水平的一种潜在方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Information Extraction from Binary Skill Assessment Data with Machine Learning Redesigning a First Year Physiology Course using Learning Analytics to Improve Student Performance Improving Students Performance in Small-Scale Online Courses - A Machine Learning-Based Intervention Learning Analytics for Blended Learning: A Systematic Review of Theory, Methodology, and Ethical Considerations Recommender - Potentials and Limitations for Self-Study in Higher Education from an Educational Science Perspective
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1