TY - JOUR
T1 - An empirical study on the impact of lab gamification on engineering students' satisfaction and learning
AU - Kim, Eunsik
AU - Rothrock, Ling
AU - Freivalds, Andris
N1 - Publisher Copyright:
© 2018 TEMPUS Publications.
PY - 2018
Y1 - 2018
N2 - The aim of this study was to investigate the effects of lab activity gamification on students' motivation, engagement, and learning outcome based on students' performance and students' perspective. This study was an extension of our previous studies, which only considered the data from gamification systems, leaving several open questions about students' perspective. Two types of websites, Gamification (GM) and Non-gamification (NG) were used. While the GM website included game elements such as a Badge System, Score, Avatar, Leaderboard, Level, and Feedback (Notification), theNG website was a traditional website without game elements. In these websites, students conducted two main activities: creating their own questions (MCQs) and answering questions authored by classmates. Students were asked to complete the questionnaire regarding active learning, game elements, and motivation. Several statistical analyses were conducted to test four hypotheses, and results indicated support for all hypotheses. The results suggest that the application of gamification in engineering lab activities as a supporting tool has a positive effect on students' motivation, engagement, and learning outcome based on the consistency between students' performance in and subjective satisfaction with the gamification system. In addition, the results of frequency analysis indicate that 80% of students were motivated by "Ranking" and "Score" and 50% of students felt fun due to "Badges", "Feedback", and "Avatar". Students chose "Ranking" and "Score" as the game elements to be retained in the new gamification system.
AB - The aim of this study was to investigate the effects of lab activity gamification on students' motivation, engagement, and learning outcome based on students' performance and students' perspective. This study was an extension of our previous studies, which only considered the data from gamification systems, leaving several open questions about students' perspective. Two types of websites, Gamification (GM) and Non-gamification (NG) were used. While the GM website included game elements such as a Badge System, Score, Avatar, Leaderboard, Level, and Feedback (Notification), theNG website was a traditional website without game elements. In these websites, students conducted two main activities: creating their own questions (MCQs) and answering questions authored by classmates. Students were asked to complete the questionnaire regarding active learning, game elements, and motivation. Several statistical analyses were conducted to test four hypotheses, and results indicated support for all hypotheses. The results suggest that the application of gamification in engineering lab activities as a supporting tool has a positive effect on students' motivation, engagement, and learning outcome based on the consistency between students' performance in and subjective satisfaction with the gamification system. In addition, the results of frequency analysis indicate that 80% of students were motivated by "Ranking" and "Score" and 50% of students felt fun due to "Badges", "Feedback", and "Avatar". Students chose "Ranking" and "Score" as the game elements to be retained in the new gamification system.
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M3 - Article
AN - SCOPUS:85042539814
SN - 0949-149X
VL - 34
SP - 201
EP - 216
JO - International Journal of Engineering Education
JF - International Journal of Engineering Education
IS - 1
ER -