An Examination of Influential Factors on Gamification in Higher Education: A Content Analysis

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Title: An Examination of Influential Factors on Gamification in Higher Education: A Content Analysis
Language: English
Authors: Wenzhen Li, Leping Liu
Source: International Journal of Technology in Teaching and Learning. 2023 19(1):1-33.
Availability: International Journal of Technology in Teaching and Learning. Web site: https://sicet.org/journals/ijttl/
Peer Reviewed: Y
Page Count: 33
Publication Date: 2023
Document Type: Journal Articles
Information Analyses
Education Level: Higher Education
Postsecondary Education
Descriptors: Gamification, Learner Engagement, Higher Education, Pandemics, Intervention, Program Implementation, Design, Outcomes of Education, Communities of Practice, COVID-19
ISSN: 1551-2576
Abstract: Gamification has been used in education since the early 2010s, however, the empirical studies on the effectiveness of gamification have yielded inconsistent results. Without a clear understanding of how gamification works, and which gamification design elements have a higher potential to influence learning outcomes, gamification intervention may not achieve the desired results. This study aimed to examine the factors that contributed to the successful implementation of gamification in higher education, and to identify the design elements that had most influence on student learning outcomes. Data was collected from the empirical studies conducted between 2014 and 2023. Data analysis was conducted using logistic regression and Chi-Square tests. Two gamification design elements, "Social Interaction" and "Leaderboards," were found to have significant influence on student learning outcomes. This study provided insights for college instructors and instructional designers in the design of gamification intervention in instruction. Implications for practice and future studies were presented.
Abstractor: As Provided
Entry Date: 2024
Accession Number: EJ1435565
Database: ERIC
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  Data: An Examination of Influential Factors on Gamification in Higher Education: A Content Analysis
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  Data: English
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  Data: <searchLink fieldCode="AR" term="%22Wenzhen+Li%22">Wenzhen Li</searchLink><br /><searchLink fieldCode="AR" term="%22Leping+Liu%22">Leping Liu</searchLink>
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  Data: <searchLink fieldCode="SO" term="%22International+Journal+of+Technology+in+Teaching+and+Learning%22"><i>International Journal of Technology in Teaching and Learning</i></searchLink>. 2023 19(1):1-33.
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  Data: Journal Articles<br />Information Analyses
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  Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink>
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  Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="DE" term="%22Pandemics%22">Pandemics</searchLink><br /><searchLink fieldCode="DE" term="%22Intervention%22">Intervention</searchLink><br /><searchLink fieldCode="DE" term="%22Program+Implementation%22">Program Implementation</searchLink><br /><searchLink fieldCode="DE" term="%22Design%22">Design</searchLink><br /><searchLink fieldCode="DE" term="%22Outcomes+of+Education%22">Outcomes of Education</searchLink><br /><searchLink fieldCode="DE" term="%22Communities+of+Practice%22">Communities of Practice</searchLink><br /><searchLink fieldCode="DE" term="%22COVID-19%22">COVID-19</searchLink>
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  Data: 1551-2576
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  Label: Abstract
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  Data: Gamification has been used in education since the early 2010s, however, the empirical studies on the effectiveness of gamification have yielded inconsistent results. Without a clear understanding of how gamification works, and which gamification design elements have a higher potential to influence learning outcomes, gamification intervention may not achieve the desired results. This study aimed to examine the factors that contributed to the successful implementation of gamification in higher education, and to identify the design elements that had most influence on student learning outcomes. Data was collected from the empirical studies conducted between 2014 and 2023. Data analysis was conducted using logistic regression and Chi-Square tests. Two gamification design elements, "Social Interaction" and "Leaderboards," were found to have significant influence on student learning outcomes. This study provided insights for college instructors and instructional designers in the design of gamification intervention in instruction. Implications for practice and future studies were presented.
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  Label: Entry Date
  Group: Date
  Data: 2024
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  Data: EJ1435565
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RecordInfo BibRecord:
  BibEntity:
    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 33
        StartPage: 1
    Subjects:
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Learner Engagement
        Type: general
      – SubjectFull: Higher Education
        Type: general
      – SubjectFull: Pandemics
        Type: general
      – SubjectFull: Intervention
        Type: general
      – SubjectFull: Program Implementation
        Type: general
      – SubjectFull: Design
        Type: general
      – SubjectFull: Outcomes of Education
        Type: general
      – SubjectFull: Communities of Practice
        Type: general
      – SubjectFull: COVID-19
        Type: general
    Titles:
      – TitleFull: An Examination of Influential Factors on Gamification in Higher Education: A Content Analysis
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          Name:
            NameFull: Wenzhen Li
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            NameFull: Leping Liu
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              M: 01
              Type: published
              Y: 2023
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