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  1. 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. 
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    Free, publicly-accessible full text available September 1, 2024
  2. null (Ed.)
    There has been an increasing effort to make activities that are not inherently interesting for all learners more attractive through gamification. Although the research on the effectiveness of educational gamification has been growing, the effects of some gamification elements on learners’ motivation and engagement are not well understood. In response to this gap, in this paper we describe an experience of gamifying out-of-class practicing with Virtual Currency (VC) in a Computer Networking course. The results of our study show that the VC-based gamification (without interactions with any other gamification elements) had a positive impact on student engagement compared to non-gamified online practicing. The learners’ VC earning and spending behaviors indicate also that Virtual Currency brings additional objectives for students to strive for, besides grades. 
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  3. A report summarizing the “Keeping Data Science Broad” series including data science challenges, visions for the future, and community asks. The goal of the Keeping Data Science Broad series was to garner community input into pathways for keeping data science education broadly inclusive across sectors, institutions, and populations. Input was collected from a community input survey, three webinars (Data Science in the Traditional Context, Alternative Avenues for Development of Data Science Education Capacity, and Big Picture for a Big Data Science Education Network available to view through the South Big Data Hub YouTube channel) and an interactive workshop (Negotiating the Digital and Data Divide). Through these venues, we explore the future of data science education and workforce at institutions of higher learning that are primarily teaching-focused. The workshop included representatives from sixty data science programs across the nation, either traditional or alternative, and from a range of institution types including community colleges, Historically Black Colleges and Universities (HBCU’s), Hispanic-Serving Institutions (HSI’s), other minority-led and minority-serving institutions, liberal arts colleges, tribal colleges, universities, and industry partners. 
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