Gamification and Student Engagement with a Curriculum-based Measurement System

Yu Yan, Simon Hooper, Shi-Wei Pu
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引用次数: 2

Abstract

In this study, we employed a random control experiment to evaluate the effectiveness of gamification (e.g. scores, goal, progressive bar, etc.) and initial task difficulty on college student engagement in computer-based assessments. A group of Chinese college students (N=97) were randomly assigned to four groups obtained by crossing the two independent variables: gamification (with or without) and initial difficulty level (low or normal). The experiment lasted for 35 minutes, and each student was asked to complete several mini-tests (named maze tests). Student engagement was measured by the average off-task time between two maze tests. The results showed that both gamification and low-difficulty entry level reduced students’ off-task time.  However, the gamification effect was only significant for male students but not for female students. The study also demonstrated that the maze test can be a potential method to predict the general English proficiency with Chinese English language learners.
基于课程的测量系统的游戏化和学生参与
在本研究中,我们采用随机对照实验来评估游戏化(如分数、目标、进度条等)和初始任务难度对大学生参与计算机化评估的有效性。一组中国大学生(N=97)被随机分为四个组,通过交叉两个自变量:游戏化(有或没有)和初始难度水平(低或正常)。实验持续了35分钟,每个学生被要求完成几个小测试(称为迷宫测试)。学生的参与度是通过两次迷宫测试之间的平均空闲时间来衡量的。结果表明,游戏化和低难度入门都减少了学生的非任务时间。然而,游戏化效应仅在男生中显著,而在女生中不显著。本研究还表明,迷宫测试可以作为预测中国英语学习者总体英语水平的一种潜在方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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