04-001-US The Future of Learning (Part 1)

The authors used pre- and post-tests to measure participants' learning outcomes. The results showed that participants in the gamified group scored an average of 15.1 points higher on the posttest than on the pretest, while participants in the control group only saw an increase of 10.6 points. This shows that the gamified group achieved significantly better learning outcomes than the control group. In addition, the study showed that participants in the gamified group used the learning application longer on average and completed more learning units than participants in the control group. This suggests that gamification can increase learner engagement. The results of this study offer important insights into the potential of gamification to improve learning and increase learner engagement. They suggest that integrating gamification elements into the learning environment can lead to better learning outcomes by motivating learners and helping them to focus more on the learning content. _______________ "The effects of gamification on learning and instruction." Authors: Karl M. Kapp, Lucas Blair, Rich Mesch. Published in: Journal of Educational Technology Systems, Vol. 40(2), 2012, pp. 21-40. Gamification in education: A systematic mapping study The authors analyzed a total of 83 scientific papers published between 2011 and 2016. Their goal was to gain a comprehensive understanding of gamification research in education. To achieve this, they posed five research questions related to different aspects of gamification:

What research methods are used in gamification studies?

What gamification elements are most commonly used in educational applications?

What learning objectives are supported by gamification?

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