Claims

Students rated the classroom games as fun and engaging (mean 4.7/5) and did not find leaderboards intimidating (mean 1.7/5)

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? On a 15-question Likert survey, students mostly agreed the games made learning fun (4.7), that they communicated while playing (4.7), and disagreed that leaderboards were intimidating (1.7). → 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

All 52 experimental-class students completed a 15-question online survey on a 1-5 Likert scale at semester end. Table items include 4.7 for fun/engaging environment, 4.7 for communicating with other players, and 1.7 for finding the leaderboard intimidating.

"According to the weighted Likert scale average shown in Figure 8, students mostly agreed that the classroom games made learning fun and would like to see them introduced to other modules as well."

Discussion

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