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GoalsPaper

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.

A student in a striped jumper at a desk moves a small card up a tall public leaderboard and back down, beside a closed laptop.
77
students on one master's course in Lisbon
Trial
groups not picked at random
Recorded
behaviour was recorded
5 tools
tested

The study

  1. 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.

  2. 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.

  3. 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

  1. HelpedOther outcomes

    More students came to lectures: 92 in 100 in the gamified course, against 81 in 100 before.

    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

  2. HelpedOther outcomes

    Students wrote almost six times as many forum posts each week in the gamified course.

    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

  3. No differenceGoals

    Grades stayed about the same in the gamified course as in the usual course.

    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

  4. Students said the course was more motivating and more interesting than their other courses.

    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)

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