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Tax knowledge rose over a forecasting game; there was no other group to compare

No comparisonThe short version

Students' tax knowledge rose over three weeks of a game where they bet pretend money on budget changes.

A student at a desk lifts a note to her chin, lays it on a blank card and picks it up again, an empty chair beside her.
81
university students on a tax module
One group
no comparison group
Self-rated
people rated themselves
3 tools
used

The study

  1. Who took part

    81 university students on a tax module in Ireland, all of whom filled in surveys at the start and the end. Only students with matching answers at both times were counted.

  2. What they did

    Students used a website to place pretend money on answers to 14 questions about the 2014 national budget. The game ran for three weeks and counted for a tenth of their module grade.

  3. What happened

    Average score out of 10 rose from about 0.8 at the start to about 1.9 at the end. Students who enjoyed learning for its own sake, or liked the thrill, tended to trade on more days. The paper's numbers don't quite add up, so we can't give exact sizes.

What the study found

  1. No comparison

    Students' tax knowledge rose over three weeks of a game where they bet pretend money on budget changes.

    Small study of one group of 81 university students on a tax module · no comparison group · they rated themselves · ⚠ only counted people who finished; numbers unreliable; summary claims more than the results show

  2. No comparison

    Students who enjoyed learning for its own sake, or liked the thrill, tended to trade on more days.

    Small study of one group of 81 university students on a tax module · no comparison group · they rated themselves · ⚠ only counted people who finished; numbers unreliable; summary claims more than the results show

How solid is this?

  • Small group
  • No comparison group
  • People rated themselves
  • Only counted people who finished
  • Numbers unreliable
  • Summary claims more than the results show

Source

Gamification and student motivation (2016)

DOI: 10.1080/10494820.2014.964263 (opens in a new tab)

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