The Gamification of Educational Software Leads to Faster Learning
Abstract
Turning learning into a game is a standard tool in the digital age, and it can be found in many different areas, such as workplaces, stores, and classrooms. This is called gamification, adding game-like elements to non-game activities to increase user enjoyment and engagement. The goal of this research was to understand the impact of gamification on learning speeds and to review the hypothesis that “learning methods that utilize gamification lead to an increased learning speed when compared to learning methods that do not include gamified elements.” The study was conducted as a survey where participants were asked to learn through four given methods and then take a quiz after each learning method. There were two non-gamified learning methods, the first was two short readings, and the other was a ten-minute video. The other two learning methods were gamified. These gamified learning methods were a matching game and a Jeopardy-style game. After the participant had completed all learning methods and their corresponding quiz, they took an exit survey that asked about their preferred learning methods and to disclose any prior knowledge they had on any of the topics.
This study got responses from nine participants and found that quiz scores were similar through all learning methods except for the reading, which had lower results. It was discovered that there was inconclusive evidence to state that learning methods with gamified elements resulted in faster learning than their non-gamified learning counterparts.
College
College of Science & Engineering
Department
Computer Science
Campus
Winona
First Advisor/Mentor
Subharsan Iyengar
Second Advisor/Mentor
Mingrui Zhang
Start Date
4-19-2023 9:00 AM
End Date
4-19-2023 10:00 AM
Presentation Type
Poster Session
Format of Presentation or Performance
In-Person
Session
1a=9am-10am
Poster Number
11
The Gamification of Educational Software Leads to Faster Learning
Turning learning into a game is a standard tool in the digital age, and it can be found in many different areas, such as workplaces, stores, and classrooms. This is called gamification, adding game-like elements to non-game activities to increase user enjoyment and engagement. The goal of this research was to understand the impact of gamification on learning speeds and to review the hypothesis that “learning methods that utilize gamification lead to an increased learning speed when compared to learning methods that do not include gamified elements.” The study was conducted as a survey where participants were asked to learn through four given methods and then take a quiz after each learning method. There were two non-gamified learning methods, the first was two short readings, and the other was a ten-minute video. The other two learning methods were gamified. These gamified learning methods were a matching game and a Jeopardy-style game. After the participant had completed all learning methods and their corresponding quiz, they took an exit survey that asked about their preferred learning methods and to disclose any prior knowledge they had on any of the topics.
This study got responses from nine participants and found that quiz scores were similar through all learning methods except for the reading, which had lower results. It was discovered that there was inconclusive evidence to state that learning methods with gamified elements resulted in faster learning than their non-gamified learning counterparts.