A longitudinal quasi-experiment of leaderboard effectiveness on learner behaviors and course performance

IF 3.8 1区 心理学 Q1 PSYCHOLOGY, EDUCATIONAL
Nga Do, Tao Jin , Reed Priest , Liza N. Meredith, Richard N. Landers
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引用次数: 0

Abstract

Leaderboards are increasingly viewed as a useful gamification technique to improve learning, partly due to their ease of implementation into common learning management systems. However, past research has revealed mixed results in terms of their effectiveness. This inconsistency may be attributable to a lack of attention to research design, conflation of multiple design factors, or overreliance on correlational studies. In the present study, a longitudinal quasi-experimental design incorporating random assignment of groups to leaderboard conditions was used to examine the effect of leaderboards on optional practice behaviors and course performance in a college course. Although practice behaviors were linked to course performance, the leaderboard did not meaningfully affect those practice behaviors and also negatively affected course performance through other mediators. These results highlight the critical role of rigorous theory-based design of gamified systems and also demonstrate the need for rigorous research designs to understand actual impacts.

Educational relevance and implications statement

Our research explored the impact of using leaderboards, a common gamification strategy, in an educational setting to see if they would motivate students to engage in optional practice activities, with the aim of improving their course performance. Surprisingly, we found that leaderboards did not encourage additional practice and, unexpectedly, led to lower exam scores. This suggests that leaderboards, while intended to boost motivation and learning through competition, might have the opposite effect by potentially undermining students' motivation or altering their perception of the course's value. These findings underscore the complexity of integrating gamification into education and highlight the necessity for careful design and testing of such strategies to ensure they align with educational goals. Our study is crucial for educators and instructional designers as it provides evidence that not all gamification techniques work as intended and stresses the importance of understanding the underlying psychological impacts on students.
排行榜对学习者行为和课程成绩影响的纵向准实验
排行榜被越来越多的人视为提高学习效果的一种有用的游戏化技术,部分原因是排行榜易于在普通的学习管理系统中实施。然而,过去的研究显示,排行榜的有效性参差不齐。造成这种不一致的原因可能是缺乏对研究设计的关注,混淆了多种设计因素,或者过度依赖相关研究。本研究采用纵向准实验设计,将各组随机分配到排行榜条件下,以考察排行榜对大学课程中选修练习行为和课程成绩的影响。尽管练习行为与课程成绩相关联,但排行榜并没有对这些练习行为产生有意义的影响,而且还通过其他中介因素对课程成绩产生了负面影响。这些结果凸显了基于严谨理论设计游戏化系统的关键作用,同时也证明了严谨的研究设计对了解实际影响的必要性。我们的研究探索了在教育环境中使用排行榜(一种常见的游戏化策略)的影响,以了解排行榜是否会激励学生参与选修实践活动,从而提高他们的课程成绩。令人惊讶的是,我们发现排行榜并不能鼓励学生进行额外的练习,反而会导致考试成绩下降。这表明,排行榜虽然旨在通过竞争来提高学习积极性和学习效果,但可能会产生相反的效果,因为它可能会削弱学生的学习积极性或改变他们对课程价值的看法。这些发现凸显了将游戏化融入教育的复杂性,并强调了精心设计和测试此类策略以确保其符合教育目标的必要性。我们的研究对教育工作者和教学设计者来说至关重要,因为它提供了证据,证明并非所有游戏化技术都能达到预期效果,并强调了了解学生潜在心理影响的重要性。
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来源期刊
Learning and Individual Differences
Learning and Individual Differences PSYCHOLOGY, EDUCATIONAL-
CiteScore
6.60
自引率
2.80%
发文量
86
期刊介绍: Learning and Individual Differences is a research journal devoted to publishing articles of individual differences as they relate to learning within an educational context. The Journal focuses on original empirical studies of high theoretical and methodological rigor that that make a substantial scientific contribution. Learning and Individual Differences publishes original research. Manuscripts should be no longer than 7500 words of primary text (not including tables, figures, references).
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