Claims

The gamified class attended more sessions and arrived late less often than the control class (78% vs 65% average attendance)

Claim · All claims
Evidence · 1 study · causal r1 · q2
Currency · newest study 2016 · not yet checked against its sources · not reviewed by a person

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q2 i? Average class attendance was 78% in the gamified experimental class versus 65% in the control class, and late arrivals were 1-2 versus 4-5 students per week. → Fotaris P 2016

Evidence

Fotaris P 2016

Fotaris P, Mastoras T, Leinfellner R and Rosunally Y. (2016). Climbing Up the Leaderboard: An Empirical Study of Applying Gamification Techniques to a Computer Programming Class. The Electronic Journal of e-Learning Volume 14 Issue 2, pp94-110. www.ejel.org. https://eric.ed.gov/?id=EJ1101229

q2 · i? · causal · r1

Administrative data comparison of attendance and late arrivals between the control class (N=54, first year) and the gamified experimental class (N=52, second year) over 12 weeks. The authors state both findings "suggest that gamification motivated EC students to be more punctual and attend classes more often".

"Average class attendance for CC was 65% ( ≈35 students), while EC had an average class attendance of 78% (≈42 students). Additionally, an average of 4 to 5 CC students and 1 to 2 EC students arrived to class late every week, respectively."

Discussion

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