{"title":"Game over or continue? How gamification can improve completion rate in adaptive learning","authors":"Francisco Pitthan, Kristof De Witte","doi":"10.1007/s10639-024-12928-0","DOIUrl":null,"url":null,"abstract":"<p>Despite the potential for personalized learning, e-learning courses often suffer from low completion rates. In order to address this issue, we propose and empirically test a theoretical mechanism that examines how gamification can enhance the completion rate in adaptive learning courses by promoting a more positive behavioral response and attitude among students. To identify causal effects, we employ a quasi-experimental design with a time-discontinuity in treatment attribution. Our study involves a sample of 6592 adults who participated in a Belgian financial education platform. The effect sizes were estimated using non-parametric survival analysis. Our findings indicate that gamification led to a 5.7% increase in the number of questions answered and a 1.6 percentage point rise in the completion rate. These effects were particularly pronounced among younger individuals, single adults, and in relation to socioeconomic status questions used in the personalization survey. However, gamification did not significantly impact the completion rate for decision-making questions. By demonstrating that gamification serves as a causal mechanism for enhancing completion rates in adaptive learning courses, our study contributes to the underlying e-learning theory. Specifically, we highlight the role of psychological factors, such as improved behavior and attitude, which are particularly relevant during personalization surveys.</p>","PeriodicalId":51494,"journal":{"name":"Education and Information Technologies","volume":"19 1","pages":""},"PeriodicalIF":4.8000,"publicationDate":"2024-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Education and Information Technologies","FirstCategoryId":"95","ListUrlMain":"https://doi.org/10.1007/s10639-024-12928-0","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
Abstract
Despite the potential for personalized learning, e-learning courses often suffer from low completion rates. In order to address this issue, we propose and empirically test a theoretical mechanism that examines how gamification can enhance the completion rate in adaptive learning courses by promoting a more positive behavioral response and attitude among students. To identify causal effects, we employ a quasi-experimental design with a time-discontinuity in treatment attribution. Our study involves a sample of 6592 adults who participated in a Belgian financial education platform. The effect sizes were estimated using non-parametric survival analysis. Our findings indicate that gamification led to a 5.7% increase in the number of questions answered and a 1.6 percentage point rise in the completion rate. These effects were particularly pronounced among younger individuals, single adults, and in relation to socioeconomic status questions used in the personalization survey. However, gamification did not significantly impact the completion rate for decision-making questions. By demonstrating that gamification serves as a causal mechanism for enhancing completion rates in adaptive learning courses, our study contributes to the underlying e-learning theory. Specifically, we highlight the role of psychological factors, such as improved behavior and attitude, which are particularly relevant during personalization surveys.
期刊介绍:
The Journal of Education and Information Technologies (EAIT) is a platform for the range of debates and issues in the field of Computing Education as well as the many uses of information and communication technology (ICT) across many educational subjects and sectors. It probes the use of computing to improve education and learning in a variety of settings, platforms and environments.
The journal aims to provide perspectives at all levels, from the micro level of specific pedagogical approaches in Computing Education and applications or instances of use in classrooms, to macro concerns of national policies and major projects; from pre-school classes to adults in tertiary institutions; from teachers and administrators to researchers and designers; from institutions to online and lifelong learning. The journal is embedded in the research and practice of professionals within the contemporary global context and its breadth and scope encourage debate on fundamental issues at all levels and from different research paradigms and learning theories. The journal does not proselytize on behalf of the technologies (whether they be mobile, desktop, interactive, virtual, games-based or learning management systems) but rather provokes debate on all the complex relationships within and between computing and education, whether they are in informal or formal settings. It probes state of the art technologies in Computing Education and it also considers the design and evaluation of digital educational artefacts. The journal aims to maintain and expand its international standing by careful selection on merit of the papers submitted, thus providing a credible ongoing forum for debate and scholarly discourse. Special Issues are occasionally published to cover particular issues in depth. EAIT invites readers to submit papers that draw inferences, probe theory and create new knowledge that informs practice, policy and scholarship. Readers are also invited to comment and reflect upon the argument and opinions published. EAIT is the official journal of the Technical Committee on Education of the International Federation for Information Processing (IFIP) in partnership with UNESCO.