Does Gamifying Homework Influence Performance and Perceived Gameful Experience?
Abstract
:1. Introduction
- RQ (1): What are the differences between the experimental and control groups in the homework completion regarding the final score?
- RQ (2): What are the differences between the experimental and control groups in the homework completion rates?
- RQ (3): What is the perceived feedback about completing homework assignments between the experimental and control groups?
- RQ (4): How do students perceive the gamified homework experience?
2. Related work
3. Methods
3.1. Settings and Participants
3.2. Procedure
4. Gamifying Homework Process
4.1. Preparation and Analysis
4.2. Ideation
4.3. Design of Prototype
4.4. Implementation
5. Results
5.1. Learning Analytics
5.2. Survey
5.3. Interview
6. Discussion
7. Conclusions
7.1. Summary
7.2. Limitations
7.3. Future Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Question | Responses | |||
---|---|---|---|---|
Do you like learning with the platform? | Not really | Maybe | Yes | Very much |
How does doing the homework make you feel? | Active | Focused | Bored | Motivated |
What do you like most in this homework? | Collaboration | Competition | Freedom to create | Challenge |
Did you put a great deal of effort into advancing your learning through this platform? | I have always had a very hard time trying to finish this homework | I spent at least 20–30 min per night on homework | I have spent too much time in doing my homework | I read through each lesson before starting the homework |
Process | Activities |
---|---|
Preparation |
|
Analysis |
|
Ideation |
|
Design |
|
Implementation |
|
Evaluation |
|
Monitoring |
|
Elements | Description |
---|---|
Points | The obtained score to reward students after answering the question. |
Badge | Visual feedback to symbolize rewards if students obtained a specific number of points or answered the exercise under a set of conditions. |
Levels | Gradual achievement stages to reach the milestone in which answering the exercises advances students’ status and could represent their achievement. |
Progression | The visual representation to identify students’ position towards completing the homework. |
Challenges | Advanced level of questions that necessitate focused attention and high-level skill to match the right answer. |
Chance | Attempts to answer the questions if the answer was wrong, up to three attempts. |
Time Constraints | The limitation of the available time for completing the exercise which stimulates the quick responses of students. |
Locked Items | Items requiring students’ response or action to be opened such as the exercises which entail writing the passcode. |
Scoreboard | A board for displaying students’ names and scores for the leading players. |
Mission/Goal | Refers to the goal of doing the homework. It requires performing a set of actions and following the player’s journey to accomplish the mission, for instance, finding the treasure. |
Win State | The showing state after achieving the final mission and collecting the rewards. |
Increasing Difficulty | The feature for raising the difficulty level of questions gradually. |
Notifications | Kind of announcement to inform students about obtaining rewards or passing exercises. |
On-boarding/ Tutorials | Set of instructions and illustrations to help students, especially in the first interaction with the platform, to understand how they achieve their homework by using gamification elements. |
No | Exercise Name | Question Type | Number of Questions | Level of Difficulty | Points (Total) | Level | Badge Name |
---|---|---|---|---|---|---|---|
1 | Listen carefully and answer | Multiple choice | 20 | Easy | 40 | One | Binoculars |
n | Sd | df | t | p | ||
---|---|---|---|---|---|---|
Experimental group | 40 | 463.43 | 238.99 | 82 | 5.16 | .000 |
Control group | 44 | 704.32 | 187.86 |
n | Sd | df | t | p | ||
---|---|---|---|---|---|---|
Experimental group | 15 | 26.33 | 10.97 | 28 | 4.16 | .000 |
Control group | 15 | 39.40 | 5.29 |
Comments of Experimental Group Students | Comments of Control Group Students |
---|---|
“It’s very fun and interactive. Questions were very easy. The only problem is that it glitches so I lost points because I couldn’t answer a question, or I couldn’t edit my answer, etc. I also clicked on the wrong answer accidentally a couple of times. But overall a great app” Made by the dominant student on the leaderboard (ranked No.1). Total points = 894 | “I found it useful to receive new information or review old information in an easy way. I like the form of questions, I have enjoyed” Made by the first student on the rank (ranked No.1). Total points = 993 |
“It was a good game and intending way to improve grammar and vocabulary” Made by the dominant student on the leaderboard (ranked No.4). Total points = 825 | “1-The homework contains a variety of questions. 2-Develop thinking and realizing 3-Development the hearing skills by listening audio” Made by the fourth student on the rank (ranked No.4). Total points = 923 |
Moreover, there is more positive feedback from a student who completed all the exercises with an average score comparing to the dominant students on the leaderboard. | |
“I’m happy to play that game I benefit from this program It is very important” Made by a student who completed all the exercises | “I like the different categories of question and the question easy in different stage. It’s provided me a lot of experiences thank you for great effort” Made by a student who completed all the exercises |
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Metwally, A.H.S.; Chang, M.; Wang, Y.; Yousef, A.M.F. Does Gamifying Homework Influence Performance and Perceived Gameful Experience? Sustainability 2021, 13, 4829. https://doi.org/10.3390/su13094829
Metwally AHS, Chang M, Wang Y, Yousef AMF. Does Gamifying Homework Influence Performance and Perceived Gameful Experience? Sustainability. 2021; 13(9):4829. https://doi.org/10.3390/su13094829
Chicago/Turabian StyleMetwally, Ahmed Hosny Saleh, Maiga Chang, Yining Wang, and Ahmed Mohamed Fahmy Yousef. 2021. "Does Gamifying Homework Influence Performance and Perceived Gameful Experience?" Sustainability 13, no. 9: 4829. https://doi.org/10.3390/su13094829
APA StyleMetwally, A. H. S., Chang, M., Wang, Y., & Yousef, A. M. F. (2021). Does Gamifying Homework Influence Performance and Perceived Gameful Experience? Sustainability, 13(9), 4829. https://doi.org/10.3390/su13094829