A Multi-Case Empirical Study on the Impact of Virtual Currency on Student Engagement and Motivation

IF 2.1
D. Dicheva, Breonte Guy, Christo Dichev, Keith Irwin, L. Cassel
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Abstract

While the motivational effect of educational gamification is largely recognized, the impact of the gamification element virtual currency (VC) is underexplored, especially in an educational setting. To address this gap, the goal of the presented multi-case empirical study was to systematically explore the impact of virtual currency on learners’ engagement, motivation, and academic performance across different contexts and to uncover potentially generalizable results. Accordingly, this paper presents the outcomes of a multi-perspective analysis of students’ experiences in out-of-class practicing in a learning environment gamified with VC and the effect of this game element. The work builds on previous case studies with analogical goals, which the authors have conducted in different contexts, including the university type, student population, subject area, etc. The provided comprehensive cross-case analysis integrates and extends the previous results tracing the path to generalizable knowledge about the potential of VC. While the results of this multi-case study demonstrate a significant increase in student engagement in out-of-class practicing gamified with virtual currency, they fail to show a significant increase in students’ intrinsic motivation and students’ final course grades. This study is a step forward in enhancing our understanding of the multifaceted effect of virtual currency on learners’ experience.
虚拟货币对学生参与和动机影响的多案例实证研究
虽然教育游戏化的激励作用已得到广泛认可,但游戏化元素虚拟货币(VC)的影响尚未得到充分探索,尤其是在教育环境中。为了解决这一差距,本文提出的多案例实证研究的目标是系统地探索虚拟货币对不同背景下学习者的参与度、动机和学习成绩的影响,并揭示潜在的可推广的结果。因此,本文从多个角度分析了学生在VC游戏化学习环境中的课外实践体验,以及这一游戏元素的效果。这项工作建立在以前的案例研究的基础上,作者在不同的背景下进行了类似的目标,包括大学类型、学生人数、学科领域等。所提供的全面的跨案例分析整合并扩展了之前的结果,追踪了关于VC潜力的可推广知识的路径。虽然这一多案例研究的结果表明,使用虚拟货币的课外练习显著增加了学生的参与度,但他们并没有显示出学生的内在动机和学生的期末成绩有显著增加。这项研究进一步加深了我们对虚拟货币对学习者体验的多方面影响的理解。
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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