individual reputation scores on PeerWise was not
correlated with the average formal assessment results.
There was improved performance for both
experimental groups (VP and CP) who contributed to
PeerWise, with more noticeable improvement for the
students who actively participated. The CP group
who had 2.5 course marks allocated to PeerWise
contribution authored, commented on and responded
to significantly more questions than the VP group and
did slightly better in the formal assessment.
Subjective evaluation showed that half of the
participants liked contributing to PeerWise and found
it valuable for their learning.
More studies are needed to examine the
effectiveness of gamification on students’
performance and enjoyment throughout the entire
semester. We plan to analyse the difficulty level of
students’ questions and its correlation with students’
achievement level. We will look at further analysing
the user interaction data logged on PeerWise, which
would allow us to gauge the extent to which the
gamification process successfully embeds enjoyable
experiences and meaningful learning outcomes.
Analysis of the interaction data as well as conducting
a series of interviews with participants will also allow
us to think in terms of what motivates a student to
interact with a web-based gamified tool and how that
motivation can be sustained over time. We plan to
study the effectiveness of different gamification
features on long-term behavioural changes,
motivation level and increased knowledge of
participants and propose a set of design guidelines.
We believe our research paves the way for the
systematic design and development of full-fledged
gamified tools in the context of education.
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