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How a token-based game may elicit the reward prediction error and increase engagement of students in elementary school. A pilot study
Student engagement is essential to academic success and student-wellbeing. In the past, fostering engagement though extrinsic rewards has often been found to be of limited effectiveness over the long term. However, extrinsic rewards are important for improving engagement with non-intrinsically rewar...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10116860/ https://www.ncbi.nlm.nih.gov/pubmed/37089735 http://dx.doi.org/10.3389/fpsyg.2023.1077406 |
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author | Eckert, Marcus Scherenberg, Viviane Klinke, Clemens |
author_facet | Eckert, Marcus Scherenberg, Viviane Klinke, Clemens |
author_sort | Eckert, Marcus |
collection | PubMed |
description | Student engagement is essential to academic success and student-wellbeing. In the past, fostering engagement though extrinsic rewards has often been found to be of limited effectiveness over the long term. However, extrinsic rewards are important for improving engagement with non-intrinsically rewarding activities. Thus, in the present study a mechanism that is meant to prolong the effects of extrinsic rewards was investigated: the reward prediction error. This error occurs when rewards are awarded contrary to the awardee’s expectations. In a quasi-experiment, 39 elementary school students participated in a classroom-based game, which was supposed to motivate them to solve math exercises. It combined reinforcement with elements of luck, which were supposed to elicit the reward prediction error. After 2 weeks, the intervention group had completed significantly more math exercises compared to a pretest and, importantly, also more correctly solved exercises than a control group. This suggests that game-based reinforcement that elicits the reward prediction error might help to increase student engagement over the medium term. It furthermore highlights the importance of applying gamification elements not only digitally but also in analog settings. |
format | Online Article Text |
id | pubmed-10116860 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-101168602023-04-21 How a token-based game may elicit the reward prediction error and increase engagement of students in elementary school. A pilot study Eckert, Marcus Scherenberg, Viviane Klinke, Clemens Front Psychol Psychology Student engagement is essential to academic success and student-wellbeing. In the past, fostering engagement though extrinsic rewards has often been found to be of limited effectiveness over the long term. However, extrinsic rewards are important for improving engagement with non-intrinsically rewarding activities. Thus, in the present study a mechanism that is meant to prolong the effects of extrinsic rewards was investigated: the reward prediction error. This error occurs when rewards are awarded contrary to the awardee’s expectations. In a quasi-experiment, 39 elementary school students participated in a classroom-based game, which was supposed to motivate them to solve math exercises. It combined reinforcement with elements of luck, which were supposed to elicit the reward prediction error. After 2 weeks, the intervention group had completed significantly more math exercises compared to a pretest and, importantly, also more correctly solved exercises than a control group. This suggests that game-based reinforcement that elicits the reward prediction error might help to increase student engagement over the medium term. It furthermore highlights the importance of applying gamification elements not only digitally but also in analog settings. Frontiers Media S.A. 2023-04-05 /pmc/articles/PMC10116860/ /pubmed/37089735 http://dx.doi.org/10.3389/fpsyg.2023.1077406 Text en Copyright © 2023 Eckert, Scherenberg and Klinke. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Eckert, Marcus Scherenberg, Viviane Klinke, Clemens How a token-based game may elicit the reward prediction error and increase engagement of students in elementary school. A pilot study |
title | How a token-based game may elicit the reward prediction error and increase engagement of students in elementary school. A pilot study |
title_full | How a token-based game may elicit the reward prediction error and increase engagement of students in elementary school. A pilot study |
title_fullStr | How a token-based game may elicit the reward prediction error and increase engagement of students in elementary school. A pilot study |
title_full_unstemmed | How a token-based game may elicit the reward prediction error and increase engagement of students in elementary school. A pilot study |
title_short | How a token-based game may elicit the reward prediction error and increase engagement of students in elementary school. A pilot study |
title_sort | how a token-based game may elicit the reward prediction error and increase engagement of students in elementary school. a pilot study |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10116860/ https://www.ncbi.nlm.nih.gov/pubmed/37089735 http://dx.doi.org/10.3389/fpsyg.2023.1077406 |
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