Examining competitive, collaborative and adaptive gamification in young learners' math learning. Jagust, T., Boticki, I., & So, H. COMPUTERS & EDUCATION, 125:444–457, PERGAMON-ELSEVIER SCIENCE LTD, THE BOULEVARD, LANGFORD LANE, KIDLINGTON, OXFORD OX5 1GB, ENGLAND, October, 2018.
doi  abstract   bibtex   
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.
@article{WOS:000441494100032,
abstract = {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.},
address = {THE BOULEVARD, LANGFORD LANE, KIDLINGTON, OXFORD OX5 1GB, ENGLAND},
author = {Jagust, Tomislav and Boticki, Ivica and So, Hyo-Jeong},
doi = {10.1016/j.compedu.2018.06.022},
issn = {0360-1315},
journal = {COMPUTERS \& EDUCATION},
keywords = {Gamification; Learning technologies; Mobile learni},
month = oct,
pages = {444--457},
publisher = {PERGAMON-ELSEVIER SCIENCE LTD},
title = {{Examining competitive, collaborative and adaptive gamification in young learners' math learning}},
type = {Article},
volume = {125},
year = {2018}
}

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