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The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow

Despite the growing attention towards gamification in learning context, challenge-based gamification application has rarely been subjected to testing in education. In recognition of this void, and grounded on gamification principles, we developed Educhall web-based program. Drawing on self-determina...

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Detalles Bibliográficos
Autores principales: Kaya, Omer Sami, Ercag, Erinc
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9850335/
https://www.ncbi.nlm.nih.gov/pubmed/36691635
http://dx.doi.org/10.1007/s10639-023-11585-z
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author Kaya, Omer Sami
Ercag, Erinc
author_facet Kaya, Omer Sami
Ercag, Erinc
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description Despite the growing attention towards gamification in learning context, challenge-based gamification application has rarely been subjected to testing in education. In recognition of this void, and grounded on gamification principles, we developed Educhall web-based program. Drawing on self-determination theory, and flow theory the present study aims to explore how the application of this challenge-based gamified program in to learning process of students can increase students’ motivation, flow, and academic success through the generated competition and challenge. The study applied a random experimental research design within distance learning context with 30 university students of control group and 30 students of experimental group who used the Educhall application for one academic semester. In line with self-determination theory, it was statistically evidenced that application of challenge-based gamified learning method increased level of academic performance and overall motivation. Of the motivational sub factors, experimental group reported significantly higher confidence level and satisfaction towards the course. Furthermore, grounded on flow theory, the study showed that challenge-based gamified learning increased flow level of learners but not significantly which warrants further data collection and experimental research in future studies. Implications for research and practice are discussed.
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spelling pubmed-98503352023-01-19 The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow Kaya, Omer Sami Ercag, Erinc Educ Inf Technol (Dordr) Article Despite the growing attention towards gamification in learning context, challenge-based gamification application has rarely been subjected to testing in education. In recognition of this void, and grounded on gamification principles, we developed Educhall web-based program. Drawing on self-determination theory, and flow theory the present study aims to explore how the application of this challenge-based gamified program in to learning process of students can increase students’ motivation, flow, and academic success through the generated competition and challenge. The study applied a random experimental research design within distance learning context with 30 university students of control group and 30 students of experimental group who used the Educhall application for one academic semester. In line with self-determination theory, it was statistically evidenced that application of challenge-based gamified learning method increased level of academic performance and overall motivation. Of the motivational sub factors, experimental group reported significantly higher confidence level and satisfaction towards the course. Furthermore, grounded on flow theory, the study showed that challenge-based gamified learning increased flow level of learners but not significantly which warrants further data collection and experimental research in future studies. Implications for research and practice are discussed. Springer US 2023-01-19 /pmc/articles/PMC9850335/ /pubmed/36691635 http://dx.doi.org/10.1007/s10639-023-11585-z Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2023, Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Article
Kaya, Omer Sami
Ercag, Erinc
The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow
title The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow
title_full The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow
title_fullStr The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow
title_full_unstemmed The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow
title_short The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow
title_sort impact of applying challenge-based gamification program on students’ learning outcomes: academic achievement, motivation and flow
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9850335/
https://www.ncbi.nlm.nih.gov/pubmed/36691635
http://dx.doi.org/10.1007/s10639-023-11585-z
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