Do Gaming Experience and Prior Knowledge Matter When Learning with a Gamified ITS?

Faizan Tahir, A. Mitrovic, Valerie A. Sotardi
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Abstract

Gamification has gained much popularity, due to its positive effects on learner engagement and motivation in online learning environments. However, there is still insufficient understanding of factors, including personal traits, which affect learning, as well as studies focusing on learning behaviors which can be targeted by gamification. This paper investigates the causal effects of gamification on student learning outcomes, and the role of the students’ background knowledge and prior gamification experience in the relationship. The context of our study is SQL-Tutor, an intelligent tutoring system. Although we found no evidence of improvement in learning outcomes of the gamified group, the low prior knowledge students who received badges had higher time-on-task, made more attempts on problems and received more hints during interaction with the system. We also found that students who had previous gamification experience spent more time on problem solving as compared to those who had no prior gamification experience.
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在学习游戏化ITS时,游戏经验和先验知识是否重要?
游戏化因其对在线学习环境中学习者的参与和动机的积极影响而受到广泛欢迎。然而,对于影响学习的因素,包括个人特质,以及专注于游戏化可以针对的学习行为的研究,仍然认识不足。本研究探讨了游戏化对学生学习结果的因果关系,以及学生的背景知识和先前游戏化经验在这一关系中的作用。我们研究的背景是一个智能辅导系统SQL-Tutor。虽然我们没有发现游戏化组在学习成果上有改善的证据,但是获得徽章的低先验知识的学生在与系统的互动中有更高的任务完成时间,对问题进行了更多的尝试,并获得了更多的提示。我们还发现,与没有游戏化经历的学生相比,有过游戏化经历的学生花在解决问题上的时间更多。
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