Evaluation of a Gamified Learning Experience: Analysis of the impact of gamification on learning outcomes in education

Detalhes bibliográficos
Autor(a) principal: Nair, Sridevi
Data de Publicação: 2021
Outros Autores: Mathew, Jain
Tipo de documento: Artigo
Idioma: por
Título da fonte: Conhecimento Online
Texto Completo: http://periodicos.feevale.br/seer/index.php/revistaconhecimentoonline/article/view/2518
Resumo: Gamification has gone through a faddish cycle. It first gained prominence around 2012 and was quickly abandoned, as practitioners did not achieve the outcomes they expected. According to Gartner’s Hype Cycle, Gamification is at a point at which one might expect wide scale adoption. However, if history is not to repeat itself and results are to be achieved as theoretically predicted, a deeper understanding of the concept is essential. In the current study, the researchers attempt to evaluate a gamified learning experience. The participants were students of a Master in Business Administration course. The students were asked to participate in a gamified module and relevant data was collected, before and after the intervention. Based on a review of literature, the researchers identified the exogenous variables of Valence, Attitude towards use of Technology and Experience with Technology. The endogenous variables identified included Reaction and Learning. The findings of the study suggest that the gamified module resulted in increase in knowledge and that Attitude, Experience and Valence significantly predicted the Learner’s reaction to the experience. The findings of the study provide support to key theories in the area of gamification and insights for practitioners, on the factors to be considered before using a gamified learning intervention.
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spelling Evaluation of a Gamified Learning Experience: Analysis of the impact of gamification on learning outcomes in educationEVALUATION OF A GAMIFIED LEARNING EXPERIENCE: ANALYSIS OF FACTORS THAT IMPACT THE EFFECTIVENESS OF A GAMIFIED EXPERIENCELearningReactionGamificationAcademicsLearningReactionGamificationAcademicsGamification has gone through a faddish cycle. It first gained prominence around 2012 and was quickly abandoned, as practitioners did not achieve the outcomes they expected. According to Gartner’s Hype Cycle, Gamification is at a point at which one might expect wide scale adoption. However, if history is not to repeat itself and results are to be achieved as theoretically predicted, a deeper understanding of the concept is essential. In the current study, the researchers attempt to evaluate a gamified learning experience. The participants were students of a Master in Business Administration course. The students were asked to participate in a gamified module and relevant data was collected, before and after the intervention. Based on a review of literature, the researchers identified the exogenous variables of Valence, Attitude towards use of Technology and Experience with Technology. The endogenous variables identified included Reaction and Learning. The findings of the study suggest that the gamified module resulted in increase in knowledge and that Attitude, Experience and Valence significantly predicted the Learner’s reaction to the experience. The findings of the study provide support to key theories in the area of gamification and insights for practitioners, on the factors to be considered before using a gamified learning intervention.Gamification has gone through a faddish cycle. It first gained prominence around 2012 and was quickly abandoned, as practitioners did not achieve the outcomes they expected. According to Gartner’s Hype Cycle, Gamification is at a point at which one might expect wide scale adoption. However, if history is not to repeat itself and results are to be achieved as theoretically predicted, a deeper understanding of the concept is essential. In the current study, the researchers attempt to evaluate a gamified learning experience. The participants were students of a Master in Business Administration course. The students were asked to participate in a gamified module and relevant data was collected, before and after the intervention. Based on a review of literature, the researchers identified the exogenous variables of Valence, Attitude towards use of Technology and Experience with Technology. The endogenous variables identified included Reaction and Learning. The findings of the study suggest that the gamified module resulted in increase in knowledge and that Attitude, Experience and Valence significantly predicted the Learner’s reaction to the experience. The findings of the study provide support to key theories in the area of gamification and insights for practitioners, on the factors to be considered before using a gamified learning intervention.Universidade Feevale2021-06-10info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://periodicos.feevale.br/seer/index.php/revistaconhecimentoonline/article/view/251810.25112/rco.v2i0.2518Revista Conhecimento Online; v. 2 (2021): Maio / Agosto - Ergonomia e Design; 4-202176-850110.25112/rco.v2i0reponame:Conhecimento Onlineinstname:Universidade Feevale (Feevale)instacron:Feevaleporhttp://periodicos.feevale.br/seer/index.php/revistaconhecimentoonline/article/view/2518/2874Copyright (c) 2021 Revista Conhecimento Onlinehttp://creativecommons.org/licenses/by-nc-nd/4.0info:eu-repo/semantics/openAccessNair, SrideviMathew, Jain2021-12-07T15:34:08Zoai:ojs.pkp.sfu.ca:article/2518Revistahttps://periodicos.feevale.br/seer/index.php/revistaconhecimentoonlineONGhttp://periodicos.feevale.br/seer/index.php/revistaconhecimentoonline/oaijacinta@feevale.br||mauricio@feevale.br2176-85012176-8501opendoar:2021-12-07T15:34:08Conhecimento Online - Universidade Feevale (Feevale)false
dc.title.none.fl_str_mv Evaluation of a Gamified Learning Experience: Analysis of the impact of gamification on learning outcomes in education
EVALUATION OF A GAMIFIED LEARNING EXPERIENCE: ANALYSIS OF FACTORS THAT IMPACT THE EFFECTIVENESS OF A GAMIFIED EXPERIENCE
title Evaluation of a Gamified Learning Experience: Analysis of the impact of gamification on learning outcomes in education
spellingShingle Evaluation of a Gamified Learning Experience: Analysis of the impact of gamification on learning outcomes in education
Nair, Sridevi
Learning
Reaction
Gamification
Academics
Learning
Reaction
Gamification
Academics
title_short Evaluation of a Gamified Learning Experience: Analysis of the impact of gamification on learning outcomes in education
title_full Evaluation of a Gamified Learning Experience: Analysis of the impact of gamification on learning outcomes in education
title_fullStr Evaluation of a Gamified Learning Experience: Analysis of the impact of gamification on learning outcomes in education
title_full_unstemmed Evaluation of a Gamified Learning Experience: Analysis of the impact of gamification on learning outcomes in education
title_sort Evaluation of a Gamified Learning Experience: Analysis of the impact of gamification on learning outcomes in education
author Nair, Sridevi
author_facet Nair, Sridevi
Mathew, Jain
author_role author
author2 Mathew, Jain
author2_role author
dc.contributor.author.fl_str_mv Nair, Sridevi
Mathew, Jain
dc.subject.por.fl_str_mv Learning
Reaction
Gamification
Academics
Learning
Reaction
Gamification
Academics
topic Learning
Reaction
Gamification
Academics
Learning
Reaction
Gamification
Academics
description Gamification has gone through a faddish cycle. It first gained prominence around 2012 and was quickly abandoned, as practitioners did not achieve the outcomes they expected. According to Gartner’s Hype Cycle, Gamification is at a point at which one might expect wide scale adoption. However, if history is not to repeat itself and results are to be achieved as theoretically predicted, a deeper understanding of the concept is essential. In the current study, the researchers attempt to evaluate a gamified learning experience. The participants were students of a Master in Business Administration course. The students were asked to participate in a gamified module and relevant data was collected, before and after the intervention. Based on a review of literature, the researchers identified the exogenous variables of Valence, Attitude towards use of Technology and Experience with Technology. The endogenous variables identified included Reaction and Learning. The findings of the study suggest that the gamified module resulted in increase in knowledge and that Attitude, Experience and Valence significantly predicted the Learner’s reaction to the experience. The findings of the study provide support to key theories in the area of gamification and insights for practitioners, on the factors to be considered before using a gamified learning intervention.
publishDate 2021
dc.date.none.fl_str_mv 2021-06-10
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://periodicos.feevale.br/seer/index.php/revistaconhecimentoonline/article/view/2518
10.25112/rco.v2i0.2518
url http://periodicos.feevale.br/seer/index.php/revistaconhecimentoonline/article/view/2518
identifier_str_mv 10.25112/rco.v2i0.2518
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv http://periodicos.feevale.br/seer/index.php/revistaconhecimentoonline/article/view/2518/2874
dc.rights.driver.fl_str_mv Copyright (c) 2021 Revista Conhecimento Online
http://creativecommons.org/licenses/by-nc-nd/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2021 Revista Conhecimento Online
http://creativecommons.org/licenses/by-nc-nd/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Feevale
publisher.none.fl_str_mv Universidade Feevale
dc.source.none.fl_str_mv Revista Conhecimento Online; v. 2 (2021): Maio / Agosto - Ergonomia e Design; 4-20
2176-8501
10.25112/rco.v2i0
reponame:Conhecimento Online
instname:Universidade Feevale (Feevale)
instacron:Feevale
instname_str Universidade Feevale (Feevale)
instacron_str Feevale
institution Feevale
reponame_str Conhecimento Online
collection Conhecimento Online
repository.name.fl_str_mv Conhecimento Online - Universidade Feevale (Feevale)
repository.mail.fl_str_mv jacinta@feevale.br||mauricio@feevale.br
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