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Pregled bibliografske jedinice broj: 944376

Examining Competitive, Collaborative and Adaptive Gamification in Young Learners' Math Learning


Jagušt, Tomislav; Botički, Ivica; So, Hyo-Jeong
Examining Competitive, Collaborative and Adaptive Gamification in Young Learners' Math Learning // Computers & education, 125 (2018), 2018; 444-457 doi:10.1016/j.compedu.2018.06.022 (međunarodna recenzija, članak, znanstveni)


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Naslov
Examining Competitive, Collaborative and Adaptive Gamification in Young Learners' Math Learning

Autori
Jagušt, Tomislav ; Botički, Ivica ; So, Hyo-Jeong

Izvornik
Computers & education (0360-1315) 125 (2018), 2018; 444-457

Vrsta, podvrsta i kategorija rada
Radovi u časopisima, članak, znanstveni

Ključne riječi
Gamification ; learning technologies ; mobile learning ; student performance ; primary school

Sažetak
This paper presents the results of an empirical study conducted on three different types of gamified learning activities—namely competitive, collaborative, and adaptive—in lower primary mathematics classes. The participants were students from two second- grade and one third- grade classes who used tablet computers and digital learning lessons for learning mathematics. The study included a non-gamified and competitive, adaptive, and collaborative gamified conditions, which were integrated into lesson plans. The collected log data were used to calculate the changes in performance levels through the dimensions of task completion and time under each condition, and the data were further analyzed and compared across conditions. The quantitative analysis results were triangulated with interview data from the students. Overall, the results show that gamified activities contributed to increased student performance levels in math learning. Significantly higher performance levels appeared in a gamified condition combining competition, a narrative, and adaptivity with individual performance game elements. Although the highest performance levels appeared in conjunction with the most incorrect attempts by the students, the total number of correct attempts was unaffected. Our findings suggest that whether gamification works or not is not the result of individual game elements but rather the consequence of their balanced combination.

Izvorni jezik
Engleski

Znanstvena područja
Računarstvo



POVEZANOST RADA


Ustanove:
Fakultet elektrotehnike i računarstva, Zagreb

Profili:

Avatar Url Ivica Botički (autor)

Avatar Url Tomislav Jagušt (autor)

Citiraj ovu publikaciju:

Jagušt, Tomislav; Botički, Ivica; So, Hyo-Jeong
Examining Competitive, Collaborative and Adaptive Gamification in Young Learners' Math Learning // Computers & education, 125 (2018), 2018; 444-457 doi:10.1016/j.compedu.2018.06.022 (međunarodna recenzija, članak, znanstveni)
Jagušt, T., Botički, I. & So, H. (2018) Examining Competitive, Collaborative and Adaptive Gamification in Young Learners' Math Learning. Computers & education, 125 (2018), 444-457 doi:10.1016/j.compedu.2018.06.022.
@article{article, author = {Jagu\v{s}t, Tomislav and Boti\v{c}ki, Ivica and So, Hyo-Jeong}, year = {2018}, pages = {444-457}, DOI = {10.1016/j.compedu.2018.06.022}, keywords = {Gamification, learning technologies, mobile learning, student performance, primary school}, journal = {Computers and education}, doi = {10.1016/j.compedu.2018.06.022}, volume = {125}, number = {2018}, issn = {0360-1315}, title = {Examining Competitive, Collaborative and Adaptive Gamification in Young Learners' Math Learning}, keyword = {Gamification, learning technologies, mobile learning, student performance, primary school} }
@article{article, author = {Jagu\v{s}t, Tomislav and Boti\v{c}ki, Ivica and So, Hyo-Jeong}, year = {2018}, pages = {444-457}, DOI = {10.1016/j.compedu.2018.06.022}, keywords = {Gamification, learning technologies, mobile learning, student performance, primary school}, journal = {Computers and education}, doi = {10.1016/j.compedu.2018.06.022}, volume = {125}, number = {2018}, issn = {0360-1315}, title = {Examining Competitive, Collaborative and Adaptive Gamification in Young Learners' Math Learning}, keyword = {Gamification, learning technologies, mobile learning, student performance, primary school} }

Časopis indeksira:


  • Current Contents Connect (CCC)
  • Web of Science Core Collection (WoSCC)
    • Science Citation Index Expanded (SCI-EXP)
    • Social Science Citation Index (SSCI)
    • SCI-EXP, SSCI i/ili A&HCI
  • Scopus


Citati:





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