Benefit of Gamification for Persistent Learners: Propensity to Replay Problems Moderates Algebra-Game Effectiveness
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| Title: | Benefit of Gamification for Persistent Learners: Propensity to Replay Problems Moderates Algebra-Game Effectiveness |
|---|---|
| Language: | English |
| Authors: | Vanacore, Kirk, Sales, Adam, Liu, Allison, Ottmar, Erin |
| Source: | Grantee Submission. 2023. |
| Peer Reviewed: | Y |
| Page Count: | 10 |
| Publication Date: | 2023 |
| Sponsoring Agency: | Institute of Education Sciences (ED) |
| Contract Number: | R305A180401 R305D210036 |
| Document Type: | Speeches/Meeting Papers Reports - Research |
| Education Level: | Secondary Education |
| Descriptors: | Educational Games, Gamification, Algebra, Mathematics Instruction, Knowledge Level, Student Attitudes, Program Effectiveness, Student Behavior, Persistence, Computer Assisted Instruction, Student Characteristics, Repetition, Secondary School Mathematics |
| DOI: | 10.1145/3573051.3593395 |
| Abstract: | Computer-assisted learning platforms (CALPS) increasingly include gamified elements to improve student outcomes by enhancing their engagement with content. Although evidence exists that gamified programs increase engagement and learning outcomes, there is little causal research on what programmatic mechanisms drive the effect between engagement and learning. In the following paper, we explore this relationship through a method of causal moderation known as fully latent principal stratification. Using data from a large-scale randomized control trial assessing gamified and traditional CALP systems' effects on algebraic knowledge, we estimate the impact of using the gamified CALP on students who engage with one of its key gamification elements--replaying a problem after a suboptimal attempt. The gamified CALP asks students to manipulate algebraic expressions from start to goal states and provides feedback based on the efficiency of these manipulations, allowing students to replay the problems when their efficiency can be improved. We find that the effect of gamification is greater for students with a higher propensity to replay problems. This finding suggests that gamification elements that provide students with opportunities to retry problems are driving the game's efficacy and provide evidence for a scalable mechanism of gamification that can improve students' learning. [This paper was published in: "Proceedings of the Tenth ACM Conference on Learning @ Scale (L@S '23), July 20-22, 2023, Copenhagen, Denmark," ACM, 2023, pp.164-173.] |
| Abstractor: | As Provided |
| IES Funded: | Yes |
| Entry Date: | 2023 |
| Accession Number: | ED629730 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: ED629730 AccessLevel: 3 PubType: Conference PubTypeId: conference PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Benefit of Gamification for Persistent Learners: Propensity to Replay Problems Moderates Algebra-Game Effectiveness – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Vanacore%2C+Kirk%22">Vanacore, Kirk</searchLink><br /><searchLink fieldCode="AR" term="%22Sales%2C+Adam%22">Sales, Adam</searchLink><br /><searchLink fieldCode="AR" term="%22Liu%2C+Allison%22">Liu, Allison</searchLink><br /><searchLink fieldCode="AR" term="%22Ottmar%2C+Erin%22">Ottmar, Erin</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Grantee+Submission%22"><i>Grantee Submission</i></searchLink>. 2023. – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 10 – Name: DatePubCY Label: Publication Date Group: Date Data: 2023 – Name: SourceSuprt Label: Sponsoring Agency Group: SrcSuprt Data: Institute of Education Sciences (ED) – Name: NumberContract Label: Contract Number Group: NumCntrct Data: R305A180401<br />R305D210036 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Speeches/Meeting Papers<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Algebra%22">Algebra</searchLink><br /><searchLink fieldCode="DE" term="%22Mathematics+Instruction%22">Mathematics Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Knowledge+Level%22">Knowledge Level</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22Program+Effectiveness%22">Program Effectiveness</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Behavior%22">Student Behavior</searchLink><br /><searchLink fieldCode="DE" term="%22Persistence%22">Persistence</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Assisted+Instruction%22">Computer Assisted Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Characteristics%22">Student Characteristics</searchLink><br /><searchLink fieldCode="DE" term="%22Repetition%22">Repetition</searchLink><br /><searchLink fieldCode="DE" term="%22Secondary+School+Mathematics%22">Secondary School Mathematics</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1145/3573051.3593395 – Name: Abstract Label: Abstract Group: Ab Data: Computer-assisted learning platforms (CALPS) increasingly include gamified elements to improve student outcomes by enhancing their engagement with content. Although evidence exists that gamified programs increase engagement and learning outcomes, there is little causal research on what programmatic mechanisms drive the effect between engagement and learning. In the following paper, we explore this relationship through a method of causal moderation known as fully latent principal stratification. Using data from a large-scale randomized control trial assessing gamified and traditional CALP systems' effects on algebraic knowledge, we estimate the impact of using the gamified CALP on students who engage with one of its key gamification elements--replaying a problem after a suboptimal attempt. The gamified CALP asks students to manipulate algebraic expressions from start to goal states and provides feedback based on the efficiency of these manipulations, allowing students to replay the problems when their efficiency can be improved. We find that the effect of gamification is greater for students with a higher propensity to replay problems. This finding suggests that gamification elements that provide students with opportunities to retry problems are driving the game's efficacy and provide evidence for a scalable mechanism of gamification that can improve students' learning. [This paper was published in: "Proceedings of the Tenth ACM Conference on Learning @ Scale (L@S '23), July 20-22, 2023, Copenhagen, Denmark," ACM, 2023, pp.164-173.] – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: CodeSource Label: IES Funded Group: SrcInfo Data: Yes – Name: DateEntry Label: Entry Date Group: Date Data: 2023 – Name: AN Label: Accession Number Group: ID Data: ED629730 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=ED629730 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1145/3573051.3593395 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 10 Subjects: – SubjectFull: Educational Games Type: general – SubjectFull: Gamification Type: general – SubjectFull: Algebra Type: general – SubjectFull: Mathematics Instruction Type: general – SubjectFull: Knowledge Level Type: general – SubjectFull: Student Attitudes Type: general – SubjectFull: Program Effectiveness Type: general – SubjectFull: Student Behavior Type: general – SubjectFull: Persistence Type: general – SubjectFull: Computer Assisted Instruction Type: general – SubjectFull: Student Characteristics Type: general – SubjectFull: Repetition Type: general – SubjectFull: Secondary School Mathematics Type: general Titles: – TitleFull: Benefit of Gamification for Persistent Learners: Propensity to Replay Problems Moderates Algebra-Game Effectiveness Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Vanacore, Kirk – PersonEntity: Name: NameFull: Sales, Adam – PersonEntity: Name: NameFull: Liu, Allison – PersonEntity: Name: NameFull: Ottmar, Erin IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2023 Titles: – TitleFull: Grantee Submission Type: main |
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