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Can gamification improve higher education students’ learning outcome, flow, confidence and motivation in inquiry learning systems?

Reisch, N.O. (2022) Can gamification improve higher education students’ learning outcome, flow, confidence and motivation in inquiry learning systems?

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Abstract:Gamification, the use of game-based elements to motivate and engage learners, is a promising tool to make the students perceive the content as more meaningful. Especially in online laboratories focusing on STEM subjects, gamification facilitates students’ immersion and, consequently, might influence students’ learning outcome, motivation, confidence and flow perception. An online laboratory environment with interactive elements, visuals and explanations introduced the students to pulley systems. A storyline was integrated into the experimental condition, while the control condition solely focused on the content to isolate the effect of gamification. No significant differences were found between the conditions concerning students’ motivation, performance, confidence and flow. However, students in the control condition perceived the learning environment to be significantly less of a challenge after finishing the study than before the start. Subjects in the experimental condition reported constant levels of challenge throughout the study. However, these results should be considered cautiously, as solely one form of gamification element was introduced. Further research will be required to observe the effects in a less isolated setting. Combining multiple gamification elements over a longer time could likely lead to a more thoroughly perceived learning experience and thereby to more significant differences between the experimental conditions.
Item Type:Essay (Bachelor)
Faculty:BMS: Behavioural, Management and Social Sciences
Subject:77 psychology, 81 education, teaching
Programme:Psychology BSc (56604)
Link to this item:https://purl.utwente.nl/essays/91586
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