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

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-01 Epub Date: 2024-11-23 DOI:10.1016/j.entcom.2024.100907
Deming Li , Wang Jianxing
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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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游戏化学习监控系统对学生学习行为和成绩影响的实证研究
使用数字教育游戏是提高学生学习成果的一种很有前途的方法。研究的重点是了解这些系统如何影响学习者的行为和表现。本研究分析了过去十年22个游戏化学习监控系统及其对学生行为和学业成绩的影响。结果显示了显著的正相关关系,表明游戏化学习系统适度地提高了学生的参与度和学习成绩。这些发现表明,游戏化学习工具可以有效地整合到教育环境中,以提高学生的学习成绩。这些见解强调了投资和采用游戏化方法对教育工作者和政策制定者提高参与度和提高整体学业成绩的价值。未来的研究应针对不同的教育环境和学生群体优化这些系统,以提高其有效性。
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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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