Increasing knowledge retention through gamified workshops: Findings from a longitudinal study and identification of moderating variables

Lisa Maria Putz, Horst Treiblmaier

Publikation: Beitrag in Buch/Bericht/TagungsbandKonferenzbeitragBegutachtung

2 Zitate (Scopus)

Abstract

Apathetic and poorly motivated students require educators to redesign their educational measures in order to create inspiring learning environments. One such educational measure is gamification, a new tool for active learning to improve students' motivation, with the ultimate goal of increasing knowledge retention. In this paper we investigate the effects of gamification on short- and long-term knowledge gains. Moreover, the moderating effects of gender and school type are scrutinized. We conducted a longitudinal study with 384 students using three assessments at different times and compared the results from gamified and non-gamified workshops. Our findings indicate that gamification is an effective tool to increase students' knowledge retention in the short term, but not necessarily in the long term. There was no significant effect of gender, but we found some preliminary evidence that school type might have a moderating effect on knowledge retention.

OriginalspracheEnglisch
TitelProceedings of the 52nd Annual Hawaii International Conference on System Sciences, HICSS 2019
Redakteure/-innenTung X. Bui
Herausgeber (Verlag)IEEE Computer Society
Seiten1456-1465
Seitenumfang10
ISBN (elektronisch)9780998133126
ISBN (Print)978-0-9981331-2-6
PublikationsstatusVeröffentlicht - 2019
Veranstaltung52nd Annual Hawaii International Conference on System Sciences, HICSS 2019 - Maui, USA/Vereinigte Staaten
Dauer: 8 Jän. 201911 Jän. 2019

Publikationsreihe

NameProceedings of the Annual Hawaii International Conference on System Sciences
Band2019-January
ISSN (Print)1530-1605

Konferenz

Konferenz52nd Annual Hawaii International Conference on System Sciences, HICSS 2019
Land/GebietUSA/Vereinigte Staaten
OrtMaui
Zeitraum08.01.201911.01.2019

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