{"title":"基于课程的测量系统的游戏化和学生参与","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":"{\"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}","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}
Gamification and Student Engagement with a Curriculum-based Measurement System
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.