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Effect of Gamification Elements on Engagement and Performance in a Force-Tracking Task

Schutte, Wouter (2024) Effect of Gamification Elements on Engagement and Performance in a Force-Tracking Task.

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Abstract:In this study, a feedback interface for a motor task was developed. Performance and engagement of two groups performing a plantar flexion trapezoidal ramp motor task were compared: a control group (n=11) using a standard version of the feedback interface that shows target and output torque, and a gamified group (n=11) using the same interface but with added gamification elements such as score tracking and motivational messages. Force tracking errors were significantly (p<.05) larger for the gamified group in most of the experimental conditions. However, coefficient of variation of measured torque was significantly (p<.05) lower for the gamified group in half of the conditions. No significant difference in engagement, as measured using a modified version of the Game Experience Questionnaire, was found between the two groups. However, Content Analysis of the question “what did you think of the interface?” showed a higher frequency of words from the Fun category in the gamified group. As no significant difference in engagement was found, the difference in performance cannot be attributed to engagement. In the current state, the usage of the gamified interface over the standard interface is not recommended. Future work is needed to improve the gamified interface.
Item Type:Essay (Master)
Faculty:ET: Engineering Technology
Subject:33 physics, 42 biology, 52 mechanical engineering, 70 social sciences in general
Programme:Biomedical Engineering MSc (66226)
Link to this item:https://purl.utwente.nl/essays/102808
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