随着它的展开:探索团队游戏化对绩效、信心和参与度的影响

IF 3.8 1区 心理学 Q1 PSYCHOLOGY, EDUCATIONAL Learning and Individual Differences Pub Date : 2024-09-20 DOI:10.1016/j.lindif.2024.102565
Pantelis M. Papadopoulos, Johannes Steinrücke, Ton de Jong
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引用次数: 0

摘要

该研究探讨了基于团队的排行榜对学生在课内选择题测验中的表现、信心和参与度的影响,测验分为两个阶段(投票/重新投票)。共有 103 名心理学学生自愿参加,并被分配到对照组(一个非游戏化团队)或游戏化条件组(两个竞争团队,其分数显示在排行榜上)。在投票过程中,学生们回答了问答题,表示了自己的自信程度,并为自己的答案写下了简短的理由。重新投票时使用相同的问答题,同时显示队友的总分、他们的自信程度以及为每个选项所写的理由。结果表明,失败队在各方面的表现都优于获胜队和对照组,而获胜队和对照组的表现则不相上下。失败的团队表现出较低的绩效、信心和参与度,而获胜的团队与未游戏化的对照团队相当。在竞争性、经验或偏好方面对游戏化更积极的学生受到了游戏化更大的负面影响。这项研究的意义在于:(a)基于团队的游戏化可能会对学生的成绩、自信心和参与度产生不利影响;(b)与游戏化相关的学生个体特征可能会与游戏化环境产生相互作用。
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As it unfolds: Exploring the impact of team-based gamification on performance, confidence, and engagement

The study explored the impact of a team-based leaderboard on students' performance, confidence, and engagement in an in-class, multiple-choice quiz with two phases (voting/revoting). A total of 103 Psychology students volunteered to participate and were assigned to a control (one non-gamified team) or a gamified condition (two competing teams whose scores were shown on the leaderboard). During voting, the students answered the quiz and denoted their levels of confidence and wrote short justifications for their answers. The same quiz questions were used in revoting, while the tallied answers of their teammates, their level of confidence, and the justifications written for each of the question choices were shown. Results showed that the losing team was outperformed in all aspects of the study by the winning and the control teams, which were comparable to each other.

Educational relevance and implications statement

A team-based leaderboard was used to enhance social relatedness and avoid intrateam friction. The losing team demonstrated lower performance, confidence, and engagement, while the winning team was comparable to the non-gamified, control team. Students more positive to gamification in terms of competitiveness, experience, or preference experienced a larger negative impact from gamification. The implications of the study are that (a) team-based gamification may have a detrimental effect on students' performance, confidence, and engagement, and (b) students' individual characteristics related to gamification may interact with the gamification setting.

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来源期刊
Learning and Individual Differences
Learning and Individual Differences PSYCHOLOGY, EDUCATIONAL-
CiteScore
6.60
自引率
2.80%
发文量
86
期刊介绍: Learning and Individual Differences is a research journal devoted to publishing articles of individual differences as they relate to learning within an educational context. The Journal focuses on original empirical studies of high theoretical and methodological rigor that that make a substantial scientific contribution. Learning and Individual Differences publishes original research. Manuscripts should be no longer than 7500 words of primary text (not including tables, figures, references).
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