The effect of gamified learning monitoring systems on Students’ learning behavior and Achievement: An empirical study

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-01 DOI:10.1016/j.entcom.2024.100907
Deming Li , Wang Jianxing
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引用次数: 0

Abstract

Using digital educational games is a promising method to improve student learning outcomes. The research has focused on understanding how these systems affect learner behaviour and performance. This study analyses 22 gamified learning monitoring systems from the last ten years and their influence on students’ behaviour and academic achievement. The results indicate a significant positive relationship, demonstrating that gamified learning systems moderately improve student engagement and learning performance. These findings suggest that gamified learning tools can be effectively integrated into educational environments to enhance student outcomes. These insights highlight the value of investing in and adopting gamified approaches for educators and policymakers to boost engagement and improve overall academic achievement. Future research should optimize these systems for various educational settings and student populations to improve their effectiveness.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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