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Incorporating fantasy into gamification promotes student learning and quality of online interaction

We used the design-based research approach to test and refine a theoretically grounded goal-access-feedback-challenge-collaboration gamification model. The testbed was a 10-week, university-level e-learning design course offered in two consecutive semesters. In Study 1, we implemented the initial go...

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Autores principales: Bai, Shurui, Hew, Khe Foon, Gonda, Donn Emmanuel, Huang, Biyun, Liang, Xinyi
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer International Publishing 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9192135/
https://www.ncbi.nlm.nih.gov/pubmed/35730028
http://dx.doi.org/10.1186/s41239-022-00335-9
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author Bai, Shurui
Hew, Khe Foon
Gonda, Donn Emmanuel
Huang, Biyun
Liang, Xinyi
author_facet Bai, Shurui
Hew, Khe Foon
Gonda, Donn Emmanuel
Huang, Biyun
Liang, Xinyi
author_sort Bai, Shurui
collection PubMed
description We used the design-based research approach to test and refine a theoretically grounded goal-access-feedback-challenge-collaboration gamification model. The testbed was a 10-week, university-level e-learning design course offered in two consecutive semesters. In Study 1, we implemented the initial goal-access-feedback-challenge-collaboration model in semester one of the 2020–2021 academic year (N = 26). The aim was to enhance student behavioral engagement in online discussion forums, affective engagement in the class, and learning performance. The results of Study 1 showed that although most participants were engaged in this gamified learning experience during the first two sessions, they gradually lost interest and their participation in online discussions dropped over the next eight weeks. Thus, we introduced a new element, fantasy, into the original model. In Study 2, we tested the effectiveness of the goal-access-feedback-challenge-collaboration-fantasy model on students’ learning outcomes in semester two of 2020–2021 (N = 23). The results of Study 2 suggested that, compared to the original model, the goal-access-feedback-challenge-collaboration-fantasy model can better promote students’ engagement in online discussion, as measured by increased interaction with peers, learning experience, and learning performance.
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spelling pubmed-91921352022-06-17 Incorporating fantasy into gamification promotes student learning and quality of online interaction Bai, Shurui Hew, Khe Foon Gonda, Donn Emmanuel Huang, Biyun Liang, Xinyi Int J Educ Technol High Educ Research Article We used the design-based research approach to test and refine a theoretically grounded goal-access-feedback-challenge-collaboration gamification model. The testbed was a 10-week, university-level e-learning design course offered in two consecutive semesters. In Study 1, we implemented the initial goal-access-feedback-challenge-collaboration model in semester one of the 2020–2021 academic year (N = 26). The aim was to enhance student behavioral engagement in online discussion forums, affective engagement in the class, and learning performance. The results of Study 1 showed that although most participants were engaged in this gamified learning experience during the first two sessions, they gradually lost interest and their participation in online discussions dropped over the next eight weeks. Thus, we introduced a new element, fantasy, into the original model. In Study 2, we tested the effectiveness of the goal-access-feedback-challenge-collaboration-fantasy model on students’ learning outcomes in semester two of 2020–2021 (N = 23). The results of Study 2 suggested that, compared to the original model, the goal-access-feedback-challenge-collaboration-fantasy model can better promote students’ engagement in online discussion, as measured by increased interaction with peers, learning experience, and learning performance. Springer International Publishing 2022-06-14 2022 /pmc/articles/PMC9192135/ /pubmed/35730028 http://dx.doi.org/10.1186/s41239-022-00335-9 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Research Article
Bai, Shurui
Hew, Khe Foon
Gonda, Donn Emmanuel
Huang, Biyun
Liang, Xinyi
Incorporating fantasy into gamification promotes student learning and quality of online interaction
title Incorporating fantasy into gamification promotes student learning and quality of online interaction
title_full Incorporating fantasy into gamification promotes student learning and quality of online interaction
title_fullStr Incorporating fantasy into gamification promotes student learning and quality of online interaction
title_full_unstemmed Incorporating fantasy into gamification promotes student learning and quality of online interaction
title_short Incorporating fantasy into gamification promotes student learning and quality of online interaction
title_sort incorporating fantasy into gamification promotes student learning and quality of online interaction
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9192135/
https://www.ncbi.nlm.nih.gov/pubmed/35730028
http://dx.doi.org/10.1186/s41239-022-00335-9
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