Parry-Cruwys Diana, MacDonald Jacquelyn
Regis College, 235 Wellesley St., Weston, MA 02493 USA.
Behav Anal Pract. 2020 Jun 2;14(1):1-10. doi: 10.1007/s40617-020-00421-2. eCollection 2021 Mar.
The current study evaluated the effects of a gamified package intervention on the accurate data entry of practicum experience hours by 15 behavior analysis graduate students at a small private university. The gamified intervention (Practicum Slayer) included feedback, added reinforcement in the form of points to access putative primary reinforcement, badges, and thematic enhancement. We compared this intervention to a feedback-only condition using a multiple-baseline design across classes. We collected weekly data on the percentage of students per class who entered data into the Behavior Analyst Certification Board (BACB) Fieldwork Tracker with 100% accuracy. The intervention was effective at increasing accurate data entry for all classes, and 93.33% (14 of 15) of participants reached 100% accuracy in their data entry by the end of the study. Social validity data indicated that participants received the gamification package with moderate positivity. We discuss limitations of the study and areas for future research.
本研究评估了一款游戏化套餐干预措施对一所小型私立大学的15名行为分析专业研究生准确录入实习经验时长数据的影响。该游戏化干预措施(“实习杀手”)包括反馈、以积分形式增加强化物以获取假定的主要强化物、徽章和主题强化。我们使用跨班级的多基线设计,将这种干预措施与仅提供反馈的条件进行了比较。我们每周收集各班将数据100%准确录入行为分析师认证委员会(BACB)实地工作跟踪器的学生百分比数据。该干预措施在提高所有班级的数据准确录入方面均有效,93.33%(15名中的14名)参与者在研究结束时数据录入准确率达到了100%。社会效度数据表明,参与者对游戏化套餐的接受度为中等积极。我们讨论了该研究的局限性以及未来研究的方向。