Gamified feedback in adaptive retrieval practice: Points and progress-bars enhance motivation but not learning

IF 12.2 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Computers in Human Behavior Pub Date : 2026-04-01 Epub Date: 2025-11-22 DOI:10.1016/j.chb.2025.108862
Gesa S. E. van den Broek , Stefanie Scholten , Bente van Thuil , Hedderik van Rijn , Tamara van Gog , Maarten van der Velde
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Abstract

Retrieval practice is an effective but effortful learning strategy during which learners bring information from memory to mind (e.g., when self-testing with flashcard software). Because it is effortful, learners often find it hard to maintain during self-study. We therefore investigated if gamified feedback could make retrieval practice more attractive to learners, while maintaining or increasing its benefits for learning. In an online experiment, 166 adult participants studied foreign vocabulary (i.e., practiced retrieval of the word meaning) with an adaptive fact learning system. Each participant practiced once in a control condition, and once in a gamified condition: either a points condition which showed a score that increased for every correct answer, or a points-and-progress condition, that additionally displayed on two progress bars how the score increased. Compared to the control condition, the gamified conditions enhanced self-reported feelings of competence, enjoyment, and task value as well as experienced goal setting and the desire to perform well. Differences between points and points-and-progress condition were only found for goal-setting (which was higher for points-and-progress). Gamified feedback did not affect learning behaviors during practice, nor recall on a delayed posttest. However, the response speed, score achieved, number of practiced words, and number of trials completed with gamified feedback were lower when participants first practiced with gamified feedback and then without, compared to when they first completed the control condition and then received gamified feedback. Taken together, results suggest that gamified feedback may be a useful addition to enhance motivation for learning with retrieval practice software.

Abstract Image

适应性检索练习中的游戏化反馈:积分和进度条增强了动机,但不能增强学习
检索练习是一种有效但费力的学习策略,在此过程中,学习者将记忆中的信息带入脑海(例如,当使用抽认卡软件进行自我测试时)。因为它是费力的,学习者在自学过程中经常发现很难保持。因此,我们调查了游戏化反馈是否可以使检索练习对学习者更具吸引力,同时保持或增加其对学习的益处。在一项在线实验中,166名成年参与者使用自适应事实学习系统学习外语词汇(即练习单词含义检索)。每个参与者在控制条件下练习一次,在游戏化条件下练习一次:在分数条件下,每个正确答案的分数都会增加,或者在分数和进度条件下,在两个进度条上额外显示分数的增加情况。与控制条件相比,游戏化条件增强了自我报告的能力、享受和任务价值感,以及经验目标设定和表现良好的愿望。分数和分数加进步条件之间的差异只存在于目标设定上(分数加进步条件的差异更大)。游戏化反馈不会影响练习中的学习行为,也不会影响延迟后测的回忆。然而,与先完成控制条件后接受游戏化反馈的参与者相比,先接受游戏化反馈后再接受游戏化反馈的参与者的反应速度、得分、练习单词的数量和完成游戏化反馈的试验次数都要低。综上所述,结果表明,游戏化反馈可能是一个有用的补充,以提高学习动机与检索练习软件。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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