Year: 2017
Type: conference-paper
Abstract: Gamification is a rising research trend but with varying reported results in terms of behavioral and psychological outcomes. We compare the effect of leaderboards and experience points between an online and offline cohort of an identical web design module. We find higher engagement and enjoyment amongst online students and that experience points significantly enhanced their learning effectiveness. Leaderboards were found to be generally ineffective as a motivator for on-time submissions, especially for mid to late semester assignments. Grades for the offline cohort were significantly worse when compared to their non-gamified counterparts from the previous two years.
Authors: Damien MacNamara, Lisa Murphy
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: green
Funder: European Commission
OpenAlex ID: W2612507232
