@inproceedings{f455c08fbb074956b80d24bd4b804c29,
title = "Increasing knowledge retention through gamified workshops: Findings from a longitudinal study and identification of moderating variables",
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.",
author = "Putz, {Lisa Maria} and Horst Treiblmaier",
note = "Publisher Copyright: {\textcopyright} 2019 IEEE Computer Society. All rights reserved.; 52nd Annual Hawaii International Conference on System Sciences, HICSS 2019 ; Conference date: 08-01-2019 Through 11-01-2019",
year = "2019",
language = "English",
isbn = "978-0-9981331-2-6",
series = "Proceedings of the Annual Hawaii International Conference on System Sciences",
publisher = "IEEE Computer Society",
pages = "1456--1465",
editor = "Bui, {Tung X.}",
booktitle = "Proceedings of the 52nd Annual Hawaii International Conference on System Sciences, HICSS 2019",
address = "United States",
}