Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning
Abstract
:1. Introduction
2. Methods
Science Level Up—Online Learning Gamification for Science Learning
3. Results
3.1. Analysis of Elementary School Students’ Questionnaire Results
3.2. Analysis of Middle School Students’ Questionnaire Results
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Acknowledgments
Conflicts of Interest
References
- Moawad, R.A. Online Learning during the COVID-19 Pandemic and Academic Stress in University Students. Rev. Românească Pentru Educ. Multidimens. 2020, 12, 100–107. [Google Scholar] [CrossRef]
- Mheidly, N.; Fares, M.Y.; Fares, J. Coping with Stress and Burnout Associated with Telecommunication and Online Learning. Front. Public Health 2020, 8, 672. [Google Scholar] [CrossRef] [PubMed]
- Cai, R.; Wang, Q. A Six-Step Online Teaching Method Based on Protocol-Guided Learning during the COVID-19 Epidemic: A Case Study of the First Middle School Teaching Practice in Changyuan City, Henan Province, China. SSRN 2020. [Google Scholar] [CrossRef]
- Sathish, M.T.; Sornaganesh, V.; Sudha, G.; Chellama, A.V. A Study on Shift of Traditional Classroom Methods to Online Teaching Methods in Higher Education Scenario during Lockdown. Int. J. Multidiscip. Res. Dev. 2020, 7, 86–100. [Google Scholar]
- Villardón-Gallego, L.; García-Carrión, R.; Yáñez-Marquina, L.; Estévez, A. Impact of the Interactive Learning Environments in Children’s Prosocial Behavior. Sustainability 2018, 10, 2138. [Google Scholar] [CrossRef] [Green Version]
- Deterding, S.; Dixon, D.; Khaled, R.; Nacke, L. From Game Design Elements to Gamefulness: Defining “Gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments; Association for Computing Machinery: Tampere, Finland, 2011; pp. 9–15. [Google Scholar]
- Majuri, J.; Koivisto, J.; Hamari, J. Gamification of Education and Learning: A Review of Empirical Literature. In Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, 21–23 May 2018. [Google Scholar]
- Park, S.; Kim, S. Patterns among 754 Gamification Cases: Content Analysis for Gamification Development. JMIR Serious Games 2018, 6, e11336. [Google Scholar] [CrossRef] [PubMed]
- Shi, L.; Cristea, A.I.; Hadzidedic, S.; Dervishalidovic, N. Contextual Gamification of Social Interaction–towards Increasing Motivation in Social E-Learning. In Proceedings of the International Conference on Web-Based Learning, Tallinn, Estonia, 14–17 August 2014; pp. 116–122. [Google Scholar]
- Fontana, M.T. Gamification of ChemDraw during the COVID-19 Pandemic: Investigating how a Serious, Educational-Game Tournament (Molecule Madness) Impacts Student Wellness and Organic Chemistry Skills while Distance Learning. J. Chem. Educ. 2020, 97, 3358–3368. [Google Scholar] [CrossRef]
- Kim, S. Effects of the Gamified class in engineering education environments. J. Converg. Inf. Technol. 2013, 8, 253. [Google Scholar]
- Kim, S.; Song, K.; Lockee, B.; Burton, J. Gamification in Learning and Education; Springer: Berlin/Heidelberg, Germany, 2018; pp. 25–38. [Google Scholar]
- Sicart, M. Defining Game Mechanics. Game Stud. 2008, 8, 2. [Google Scholar]
- Kim, S. Interdisciplinary Approaches and Methods for Sustainable Transformation and Innovation. Sustainability 2015, 7, 3977–3983. [Google Scholar] [CrossRef] [Green Version]
- Glynn, S.M.; Brickman, P.; Armstrong, N.; Taasoobshirazi, G. Science Motivation Questionnaire II: Validation with Science Majors and Nonscience Majors. J. Res. Sci. Teach. 2011, 48, 1159–1176. [Google Scholar] [CrossRef]
- Kline, R.B. Principles and Practice of Structural Equation Modeling; Guilford Publications: New York, NY, USA, 2015. [Google Scholar]
- Dichev, C.; Dicheva, D.; Angelova, G.; Agre, G. From Gamification to Gameful Design and Gameful Experience in Learning. Cybern. Inf. Technol. 2015, 14, 80–100. [Google Scholar] [CrossRef] [Green Version]
- Ning, H.K.; Downing, K. Influence of Student Learning Experience on Academic Performance: The Mediator and Moderator Effects of Self-Regulation and Motivation. Br. Educ. Res. J. 2012, 38, 219–237. [Google Scholar] [CrossRef]
- AlMarshedi, A.; Wanick Vieira, V.; Ranchhod, A. SGI: A Framework for Increasing the Sustainability of Gamification Impact. Int. J. Infonomics 2015, 8, 1044–1052. [Google Scholar] [CrossRef]
- Souza, V.S.; de Vasconcelos Marques, S.R.B.; Veríssimo, M. How can Gamification Contribute to Achieve SDGs? J. Hosp. Tour. Technol. 2020, 11, 255–276. [Google Scholar] [CrossRef]
- Tjoa, A.M.; Poecze, F. Gamification as an Enabler of Quality Distant Education: The Need for Guiding Ethical Principles Towards an Education for a Global Society Leaving no One Behind. In Proceedings of the 22nd International Conference on Information Integration and Web-Based Applications & Services, Chiang Mai, Thailand, 30 November–2 December 2020; pp. 340–346. [Google Scholar]
- Alonso-Garcia, S.; Aznar-Diaz, I.; Caceres-Reche, M.; Trujillo-Torres, J.; Romero-Rodriguez, J. Systematic Review of Good Teaching Practices with ICT in Spanish Higher Education. Trends and Challenges for Sustainability. Sustainability 2019, 11, 7150. [Google Scholar] [CrossRef] [Green Version]
- Kalogiannakis, M.; Papadakis, S.; Zoumpakis, A. Gamification in Science Education. A Systematic Review of the Literature. Educ. Sci. 2021, 11, 22. [Google Scholar] [CrossRef]
Gender | Gender (Male) | Gender (Female) | |
---|---|---|---|
Grade | |||
Elementary fifth grade | 41 | 44 | |
Middle first grade | 27 | 28 |
N | Min | Max | Mean | S.D. | Skewness | Kurtosis | |||
---|---|---|---|---|---|---|---|---|---|
Statistics | Statistics | Statistics | Statistics | Statistics | Statistics | Std. Error | Statistics | Std. Error | |
Motivation | 85 | 1.40 | 7.00 | 5.49 | 1.06 | −1.00 | 0.26 | 1.69 | 0.52 |
Self-efficacy | 85 | 1.00 | 9.00 | 5.09 | 1.53 | 0.00 | 0.26 | 0.55 | 0.52 |
Self-determination | 85 | 1.00 | 7.00 | 4.92 | 1.32 | −0.71 | 0.26 | 0.46 | 0.52 |
Career Motivation | 85 | 1.20 | 7.20 | 4.96 | 1.39 | −0.65 | 0.26 | 0.16 | 0.52 |
Grade Motivation | 85 | 1.00 | 9.00 | 4.80 | 1.84 | −0.20 | 0.26 | −0.22 | 0.52 |
Understand | 85 | 2.00 | 9.00 | 5.85 | 1.20 | −0.13 | 0.26 | 1.30 | 0.52 |
Teaching Method | 85 | 2.60 | 7.00 | 6.15 | 0.96 | −1.18 | 0.26 | 1.38 | 0.52 |
Model Summary | ANOVA | Coefficients | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Unstandardized Coefficients | Standardized Coefficients | T | Sig. | Collinearity Statistics | |||||||
R | F | Sig. | Beta | Std. Error | Beta | Tolerance | VIF | ||||
Motivation | 0.47 | 0.22 | 23.81 | 0.00 | 0.52 | 0.11 | 0.47 | 4.88 | 0.00 | 1.00 | 1.00 |
Self-efficacy | 0.44 | 0.20 | 20.28 | 0.00 | 0.71 | 0.16 | 0.44 | 4.50 | 0.00 | 1.00 | 1.00 |
Self-determination | 0.43 | 0.18 | 18.25 | 0.00 | 0.58 | 0.14 | 0.42 | 4.27 | 0.00 | 1.00 | 1.00 |
Career Motivation | 0.30 | 0.09 | 8.08 | 0.01 | 0.43 | 0.15 | 0.30 | 2.84 | 0.01 | 1.00 | 1.00 |
Grade Motivation | 0.29 | 0.08 | 7.31 | 0.01 | 0.55 | 0.20 | 0.28 | 2.70 | 0.01 | 1.00 | 1.00 |
Understand | 0.55 | 0.30 | 36.29 | 0.00 | 0.69 | 0.11 | 0.55 | 6.02 | 0.00 | 1.00 | 1.00 |
N | Min | Max | Mean | S.D. | Skewness | Kurtosis | |||
---|---|---|---|---|---|---|---|---|---|
Statistics | Statistics | Statistics | Statistics | Statistics | Statistics | Std. Error | Statistics | Std. Error | |
Motivation | 55 | 3.00 | 7.00 | 5.76 | 1.25 | −0.58 | 0.32 | −0.92 | 0.63 |
Self-efficacy | 55 | 3.20 | 7.40 | 5.75 | 1.29 | −0.46 | 0.32 | −1.25 | 0.63 |
Self-determination | 55 | 2.80 | 7.60 | 5.83 | 1.31 | −0.64 | 0.32 | −0.97 | 0.63 |
Career Motivation | 55 | 2.40 | 7.00 | 5.65 | 1.29 | −0.47 | 0.32 | −0.90 | 0.63 |
Grade Motivation | 55 | 1.60 | 7.00 | 5.34 | 1.36 | −0.54 | 0.32 | −0.35 | 0.63 |
Understand | 55 | 3.80 | 9.00 | 5.98 | 1.29 | −0.39 | 0.32 | −0.94 | 0.63 |
Teaching Method | 55 | 4.00 | 7.40 | 5.89 | 1.17 | −0.41 | 0.32 | −1.38 | 0.63 |
Model Summary | ANOVA | Coefficients | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Unstandardized Coefficients | Standardized Coefficients | t | Sig. | Collinearity Statistics | |||||||
R | F | Sig. | Beta | Std. Error | Beta | Tolerance | VIF | ||||
Motivation | 0.51 | 0.26 | 18.18 | 0.00 | 0.49 | 0.11 | 0.51 | 4.26 | 0.00 | 1.00 | 1.00 |
Self-efficacy | 0.55 | 0.30 | 23.17 | 0.00 | 0.55 | 0.11 | 0.55 | 4.81 | 0.00 | 1.00 | 1.00 |
Self-determination | 0.54 | 0.30 | 22.30 | 0.00 | 0.55 | 0.12 | 0.54 | 4.72 | 0.00 | 1.00 | 1.00 |
Career Motivation | 0.48 | 0.23 | 16.10 | 0.00 | 0.48 | 0.12 | 0.48 | 4.01 | 0.00 | 1.00 | 1.00 |
Grade Motivation | 0.45 | 0.20 | 13.22 | 0.00 | 0.47 | 0.13 | 0.45 | 3.64 | 0.00 | 1.00 | 1.00 |
Understand | 0.78 | 0.61 | 83.93 | 0.00 | 0.71 | 0.08 | 0.78 | 9.16 | 0.00 | 1.00 | 1.00 |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Park, S.; Kim, S. Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning. Sustainability 2021, 13, 4267. https://doi.org/10.3390/su13084267
Park S, Kim S. Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning. Sustainability. 2021; 13(8):4267. https://doi.org/10.3390/su13084267
Chicago/Turabian StylePark, Sungjin, and Sangkyun Kim. 2021. "Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning" Sustainability 13, no. 8: 4267. https://doi.org/10.3390/su13084267
APA StylePark, S., & Kim, S. (2021). Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning. Sustainability, 13(8), 4267. https://doi.org/10.3390/su13084267