Department of Informatics and System, Faculty of Computer Science, University of Murcia, 30100 Murcia, Spain.
Department of Human Anatomy, Faculty of Medicine, University of Murcia, 30100 Murcia, Spain.
Int J Environ Res Public Health. 2021 Dec 15;18(24):13210. doi: 10.3390/ijerph182413210.
This paper presents three experiments to assess the impact of gamifying an audience response system on the perceptions and educational performance of students. An audience response system called SIDRA (Immediate Audience Response System in Spanish) and two audience response systems with gamification features, R-G-SIDRA (gamified SIDRA with ranking) and RB-G-SIDRA (gamified SIDRA with ranking and badges), were used in a General and Descriptive Human Anatomy course. Students participated in an empirical study. In the academic year 2019-2020, a total of 90 students used RB-G-SIDRA, 90 students employed R-G-SIDRA in the academic year 2018-2019, and 92 students used SIDRA in the academic year 2017-2018. Statistically significant differences were found between final exam grades obtained by using RB-G-SIDRA and SIDRA, U = 39.211 adjusted = 0.001 and RB-G-SIDRA and R-G-SIDRA U = 31.157 adjusted = 0.015, thus finding strong evidence with respect to the benefit of the badges used in RB-G-SIDRA. Moreover, in the students' SIDRA systems scores, statistically significant differences were found between RB-G-SIDRA and SIDRA, U = -90.521 adjusted < 0.001, and between R-G-SIDRA and SIDRA, U = -87.998 adjusted < 0.001. Significant correlations between individual and team scores were also found in all of the tests in RB-G-SIDRA and G-SIDRA. The students expressed satisfaction, engagement, and motivation with SIDRA, R-G-SIDRA, and RB-G-SIDRA, thus obtaining a final average assessment of 4.28, 4.61, and 4.47 out of 5, respectively. Students perform better academically with gamified versus non-gamified audience response systems. Findings can be used to build a gamified adaptive learning system.
本文介绍了三项实验,旨在评估将观众答题系统游戏化对学生感知和教育表现的影响。使用了一种名为 SIDRA(西班牙语即时观众应答系统)的观众答题系统和具有游戏化功能的两种观众答题系统,R-G-SIDRA(具有排名的游戏化 SIDRA)和 RB-G-SIDRA(具有排名和徽章的游戏化 SIDRA),这些系统应用于一门普通描述性人体解剖学课程中。学生参与了一项实证研究。在 2019-2020 学年,共有 90 名学生使用了 RB-G-SIDRA,90 名学生在 2018-2019 学年使用了 R-G-SIDRA,92 名学生在 2017-2018 学年使用了 SIDRA。使用 RB-G-SIDRA 和 SIDRA 的期末考试成绩存在统计学差异,U = 39.211,调整后 = 0.001,使用 RB-G-SIDRA 和 R-G-SIDRA 的期末考试成绩存在统计学差异,U = 31.157,调整后 = 0.015,因此,使用 RB-G-SIDRA 中的徽章具有明显的优势。此外,在学生的 SIDRA 系统评分中,RB-G-SIDRA 和 SIDRA 之间存在统计学差异,U = -90.521,调整后 < 0.001,R-G-SIDRA 和 SIDRA 之间也存在统计学差异,U = -87.998,调整后 < 0.001。在所有 RB-G-SIDRA 和 G-SIDRA 的测试中,个人和团队得分之间也存在显著相关性。学生对 SIDRA、R-G-SIDRA 和 RB-G-SIDRA 表示满意、投入和积极性,因此分别获得 5 分制的最终平均评估 4.28、4.61 和 4.47。使用游戏化的观众答题系统比非游戏化的观众答题系统更能提高学生的学业成绩。研究结果可用于构建游戏化自适应学习系统。