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Hilliger, I.; Khosravi, H.; Rienties, B.; Dawson, S. (Ed.)
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Hilliger, I.; Muñoz-Merino, P.J.; De Laet, T.; Ortega-Arranz, A.; Farrell, T. (Ed.)As a gamification element, virtual currency (VC) stands for rewards that can be exchanged for virtual or real goods. While some forms of reward-based gamification have been studied extensively, the exploration of the impact of VC on learners is relatively scarce. In particular, there is a lack of studies investigating its effects in different learning contexts. Since VC can evoke perception of benefits with positive impact on course outcomes, it may be experienced as an extrinsic incentive. On the other hand, VC can promote internalized motivation when awarded for accomplishment of certain challenges. To bridge this gap we are conducting a longitudinal study on the impact of VC on student motivation and engagement in different contexts and with different types of learners. The goal of this paper is to empirically investigate whether and how VC can improve the engagement in out-of-class practicing of a certain population of learners in a gamified Discrete Structures course. The study demonstrated a strong positive impact of VC on learners’ engagement however VC exhibited no significant impact on students’ academic performance and intrinsic motivation.more » « less
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Hilliger, I; Muñoz-Merino, P. J.; De Laet, T.; Ortega-Arranz, A.; Farrell, T. (Ed.)In designing learning technology, it is critical that the technology supports both learning and engagement of students. However, achieving both aspects in a single technology design is challenging. We report on the design and evaluation of Gwynnette, intelligent tutoring software for early algebra. Gwynnette was deliberately designed to enhance students’ algebra learning and engagement, integrating several playful interaction and gamification features such as drag-and-drop interactions, an alien character, and sound effects. A virtual classroom experiment with 60 students showed that the system significantly enhanced both engagement and conceptual learning in early algebra, compared to the older version of the same software. Log data analyses gave insights into how the design might have affected the out-comes. This study demonstrates that a deliberate design of learning technology can help students learn and engage well in an unpopular subject such as algebra, a challenging dual goal in designing learning technologies.more » « less
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