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Improving participation and learning with gamification

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Published:02 October 2013Publication History

ABSTRACT

In this paper we explore how gamification can be applied to education in order to improve student engagement. We present a study in which a college course was gamified, by including experience points, levels, badges, challenges and leaderboards. The study was five years long, where the first three were non-gamified years, and the last two regarded two successive experiments of our gamified approach. To assess how gamification impacted the learning experience, we compared data from both gamified and non-gamified years, using different performance measures. Results show significant improvements in terms of attention to reference materials, online participation and proactivity. They also suggest that our approach can reduce grade discrepancies among students and help them score better. Modeling course activities with game challenges and properly distributing those over the term seem to enhance this effect.

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    • Published in

      cover image ACM Other conferences
      Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
      October 2013
      148 pages
      ISBN:9781450328159
      DOI:10.1145/2583008

      Copyright © 2013 ACM

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      New York, NY, United States

      Publication History

      • Published: 2 October 2013

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      Gamification '13 Paper Acceptance Rate9of25submissions,36%Overall Acceptance Rate9of25submissions,36%

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