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Gamification tailored for novelty effect in distance learning during Covid-19

Bibliographic Data

ID22164271
AuthorsTomas Kratochvil (0000-0003-1739-7756, Masaryk University, corresponding author), Martin Vaculik (0000-0001-8901-5855, Masaryk University), Martin Macak (0000-0001-9655-9228, Masaryk University)
Year2023
Volume8
Publication date2023-02-21
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueFrontiers in Education (JOURNAL)
Journal identifiersISSN: 2504-284X • E-ISSN: 2504-284X
PublisherFrontiers Media SA (PUBLISHER • CH)
DOI10.3389/feduc.2023.1051227
OpenAlexW4321459045
LanguageEN
Citations received1
References cited51

The pandemic led to an increase of online teaching tools use. One such tool, which might have helped students to stay engaged despite the distance, is gamification. However, gamification is often criticized due to a novelty effect. Yet, others state novelty is a natural part of gamification. Therefore, we investigated whether gamification novelty effect brings incremental value in comparison to other novelties in a course. We created achievement- and socialization-based gamification connected to coursework and practice test. We then measured students’ behavioral engagement and performance in a quasi-experiment. On the one hand, results show ICT students engaged and performed moderately better in a gamified condition than in control over time. On the other hand, BA course results show no difference between gamified and practice test condition and their novelty effect. We conclude an external gamification system yields better results than a classical design but does not exceed practice tests effect

Coursework · Mathematics education · Novelty · Socialization · Computer Science · Educational Games and Gamification · Online Learning and Analytics · Psychology · Social Psychology · Virtual Reality Applications and Impacts

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Unique citing works1
Citations per year1
Citation span2026 - 2026 (1)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 1
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