Improving Students’ Performace Through Gamification: A User Study
Natalia Nehring, Nilufar Baghaei, Simon Dacey
2018
Abstract
Lack of motivation is an issue for some learners. If they do not find the course materials engaging, they do not spend enough time to gain a deeper understanding of the subject matter. The term gamification is used to denote the application of game mechanisms in non-gaming environments with the objective of enhancing the process. Gamification has been shown to be an effective and motivating technique for enhancing students’ learning outcome. In this paper, we evaluate the effectiveness of a web-based gamified tool (PeerWise) in enhancing tertiary students’ performance doing a Computer Science degree at Unitec Institute of Technology. PeerWise allows students to actively participate in a subject by authoring their own questions and answering, commenting on and rating other students’ questions. Results of an evaluation study conducted over 11 weeks (n = 180) showed that using the tool (both voluntary and compulsory) improved students’ performance and they found it valuable for their learning.
DownloadPaper Citation
in Harvard Style
Nehring N., Baghaei N. and Dacey S. (2018). Improving Students’ Performace Through Gamification: A User Study.In Proceedings of the 10th International Conference on Computer Supported Education - Volume 2: CSEDU, ISBN 978-989-758-291-2, pages 213-218. DOI: 10.5220/0006687402130218
in Bibtex Style
@conference{csedu18,
author={Natalia Nehring and Nilufar Baghaei and Simon Dacey},
title={Improving Students’ Performace Through Gamification: A User Study},
booktitle={Proceedings of the 10th International Conference on Computer Supported Education - Volume 2: CSEDU,},
year={2018},
pages={213-218},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0006687402130218},
isbn={978-989-758-291-2},
}
in EndNote Style
TY - CONF
JO - Proceedings of the 10th International Conference on Computer Supported Education - Volume 2: CSEDU,
TI - Improving Students’ Performace Through Gamification: A User Study
SN - 978-989-758-291-2
AU - Nehring N.
AU - Baghaei N.
AU - Dacey S.
PY - 2018
SP - 213
EP - 218
DO - 10.5220/0006687402130218