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Abstract
In response to the COVID-19 pandemic, the use of gamification in education intensified as it allows for higher levels of participation in online environments, which can increase student motivation through greater interaction. However, there is little research on using the same gamification elements in different settings. Therefore, we explore the different cognitive learning outcomes of participants in virtual and in-person gamified workshops. We developed a gamified workshop concept on sustainable transport logistics that was used for virtual and in-person settings in Austria. To ensure the quality of our workshops, we have introduced a pre-post experiment where learning effects are measured by a survey. The main findings show that gamification has proven to be a useful pedagogical strategy to achieve cognitive learning outcomes in in-person and virtual workshops. However, the cognitive learning outcome differs significantly between the participants of virtual vs. in-person gamified workshops. Our study shows that more attention needs to be paid to gamification in virtual vs. in-person settings to maximize the cognitive learning outcome of users with different demographic characteristics.
Original language | English |
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Title of host publication | Proceedings of the 7th International GamiFIN Conference |
Place of Publication | Lapland, Finland |
Publisher | CEUR Workshop Proceedings (CEUR-WS.org) |
Chapter | Session 4: Motivation and discovery |
Pages | 154-163 |
Number of pages | 10 |
Volume | 3405 |
Publication status | Published - 2023 |
Event | 7th Annual International GamiFIN Conference 2023 - Lappland, Levi, Finland Duration: 18 Apr 2023 → 21 Apr 2023 https://gamifinconference.com/ |
Publication series
Name | CEUR Workshop Proceedings |
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Publisher | CEUR-WS |
ISSN (Print) | 1613-0073 |
Conference
Conference | 7th Annual International GamiFIN Conference 2023 |
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Abbreviated title | GamiFIN 2023 |
Country/Territory | Finland |
City | Levi |
Period | 18.04.2023 → 21.04.2023 |
Internet address |
Keywords
- gamified workshops
- gamification in education
- cognitive learning outcome
- pre-post-survey
- experiment
- virtual vs. in-person
- Gamified workshops
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LOG-REWWay - LOG-REWWay - Research and Education in Waterway Logistics
Putz-Egger, L.-M. (PI), Petschnik, E. (CoI), Hörandner, L. (CoI), Haller, A. (CoI), Beil, D. (CoI), Duldner-Borca, B. (CoI), Nigl, S. (CoI), Wiesinger, S. (CoI), Weinhappl, V. (CoI), Pum, C. (CoI), Aschauer, A. (CoI), Huemer, P. (CoI), Savu, A.-M. (CoI) & Kostov, G. Y. (CoI)
01.07.2012 → 31.12.2026
Project: Research Project