Effect of Gamification on Gamers: Evaluating Interventions for Students Who Game the System
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| Title: | Effect of Gamification on Gamers: Evaluating Interventions for Students Who Game the System |
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| Language: | English |
| Authors: | Kirk P. Vanacore (ORCID |
| Source: | Journal of Educational Data Mining. 2024 16(1):112-140. |
| Availability: | International Educational Data Mining. e-mail: jedm.editor@gmail.com; Web site: https://jedm.educationaldatamining.org/index.php/JEDM |
| Peer Reviewed: | Y |
| Page Count: | 29 |
| Publication Date: | 2024 |
| Sponsoring Agency: | Institute of Education Sciences (ED) National Science Foundation (NSF) Department of Education (ED) Office of Elementary and Secondary Education (OESE) (ED), Education Innovation and Research (EIR) Office of Naval Research (ONR) (DOD) Small Business Administration (SBA), Small Business Innovation Research (SBIR) |
| Contract Number: | R305D210036 R305N210049 R305D210031 R305A170137 R305A170243 R305A180401 R305A120125 R305R220012 2118725 2118904 1950683 1917808 1931523 1940236 1917713 1903304 1822830 1759229 1724889 1636782 1535428 P200A120238 P200A180088 P200A150306 U411B190024 S411B210024 S411B220024 N000141812768 R44GM146483 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Elementary Education Grade 7 Junior High Schools Middle Schools Secondary Education |
| Descriptors: | Gamification, Student Behavior, Computer Uses in Education, Intervention, Outcomes of Education, School Districts, Feedback (Response), Mathematics Achievement, Algebra, Mathematics Instruction, Educational Games, Instructional Design, Grade 7, Middle School Students |
| ISSN: | 2157-2100 |
| Abstract: | Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions remain scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of interventions--gamification and manipulation of assistance access on the learning outcomes of students who tend to game the system. The results indicate that gamification does not consistently mitigate these negative behaviors. One gamified condition had a consistently positive effect on learning regardless of students' propensity to game the system, whereas the other had a negative effect on gamers. However, delaying access to hints and feedback may have a positive effect on the learning outcomes of those gaming the system. This paper also illustrates the potential for integrating detection and causal methodologies within educational data mining to evaluate effective responses to detected behaviors. |
| Abstractor: | As Provided |
| IES Funded: | Yes |
| Entry Date: | 2024 |
| Accession Number: | EJ1430518 |
| Database: | ERIC |
| Abstract: | Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions remain scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of interventions--gamification and manipulation of assistance access on the learning outcomes of students who tend to game the system. The results indicate that gamification does not consistently mitigate these negative behaviors. One gamified condition had a consistently positive effect on learning regardless of students' propensity to game the system, whereas the other had a negative effect on gamers. However, delaying access to hints and feedback may have a positive effect on the learning outcomes of those gaming the system. This paper also illustrates the potential for integrating detection and causal methodologies within educational data mining to evaluate effective responses to detected behaviors. |
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| ISSN: | 2157-2100 |