A game-style master's course may have raised attendance and posts
HelpedThe short version
More students came to lectures: 92 in 100 in the gamified course, against 81 in 100 before.

- 77
- students on one master's course in Lisbon
- Trial
- groups not picked at random
- Recorded
- behaviour was recorded
- 5 tools
- tested
The study
Who took part
77 students over two years of one semester-long course in Lisbon, Portugal: 42 in the first year and 35 in the second. Most had just finished a computer science degree.
What they did
The first year ran as usual, with grades from quizzes, a presentation, labs, an exam, forum posts and attendance. In the second year, students earned points for course activities. They could see their levels on a public leaderboard, and they had challenges and badges.
What happened
Lecture attendance went up, and students wrote almost six times as many forum posts a week. Slide downloads per lecture rose by about half, and grades stayed about the same. Guest-lecture attendance fell, though not clearly, and students found the course no easier or harder to learn from.
What the study found
- HelpedOther outcomes
More students came to lectures: 92 in 100 in the gamified course, against 81 in 100 before.
- Action: Track your progresstested
- Action: Set a specific goaltested
- Rule: Get feedback on your progresstested
- Rule: Get a reward or payment for doing ittested
- Rule: Compete or compare with otherstested
Small trial, groups not picked at random of 77 students on one master's course in Lisbon · vs the usual course · behaviour was recorded · ⚠ summary claims more than the results show
- HelpedOther outcomes
Students wrote almost six times as many forum posts each week in the gamified course.
- Action: Track your progresstested
- Action: Set a specific goaltested
- Rule: Get feedback on your progresstested
- Rule: Get a reward or payment for doing ittested
- Rule: Compete or compare with otherstested
Small trial, groups not picked at random of 77 students on one master's course in Lisbon · vs the usual course · behaviour was recorded · ⚠ summary claims more than the results show
- No differenceGoals
Grades stayed about the same in the gamified course as in the usual course.
- Action: Track your progresstested
- Action: Set a specific goaltested
- Rule: Get feedback on your progresstested
- Rule: Get a reward or payment for doing ittested
- Rule: Compete or compare with otherstested
Small trial, groups not picked at random of 77 students on one master's course in Lisbon · vs the usual course · behaviour was recorded · ⚠ summary claims more than the results show
- HelpedMotivation
Students said the course was more motivating and more interesting than their other courses.
- Action: Track your progresstested
- Action: Set a specific goaltested
- Rule: Get feedback on your progresstested
- Rule: Get a reward or payment for doing ittested
- Rule: Compete or compare with otherstested
Small trial, groups not picked at random of 77 students on one master's course in Lisbon · vs their other courses that term · behaviour was recorded · ⚠ summary claims more than the results show
How solid is this?
- Behaviour was recorded
- Groups not picked at random
- Small group
- Summary claims more than the results show
Source
Engaging Engineering Students with Gamification: An Empirical Study (2013)


