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Gamification of Physics Education: Enhancing Student Learning With Gamified Online Quizzes

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Gamification Of Physics Education:

Using Extrinsic Gaming Motivators to

Improve Learning Outcomes in a First

Year Undergraduate Course

Jordan Rose, Department of Physics Martin Williams, Department of Physics Joanne O’Meara, Department of Physics Francesco Leri, Department of Psychology

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Introduction

Purpose

• To rigorously test the benefits of game-based learning in education

• To attempt to improve student motivation

• To attempt to improve student enjoyment of their course material

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Design

• Two types of Quizzes, list-style (traditional) and gamified-style

List Style Gamified Style

All questions available simultaneous

Questions are given one question at a time

A correct response gives a student a mark

A correct response gives a student points

The value of a question is fixed

The points received for a correct response depends on streaks

Final grade presented as

Number of correct

responses/Total Number of questions

Final grade presented as Total score

A passing mark is 60% A passing mark is set to be of equivalent difficulty to 60%

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Design

The Gamified Quiz

𝐾 ∗ 𝒄−1+𝒄 𝑛 ∗ 𝑵

n number of correct responses answered consecutively N number of correct responses total so far

c Determines the weight of the streaks K Normalizes the points

Quiz Number Number of Questions c K Points To Pass Points Needed for One Star Points Needed for Two Stars Points Needed for Three Stars Quiz 1 19 10 20 1656 2382 4402 8360 Quiz 2 6 2 150 1650 2100 4200 8400 Quiz 3 15 5 25 1245 2075 3705 8600 Quiz 4 11 8 55 1683 2310 4675 8470

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Design

The Gamified Quiz

• Additional Gamified Elements

• Students can earn up to three stars, depending on the number of points received

• Instant feedback given after each response

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Method

Courselink

Course Website Already Established Old Graphics List-Style Quizzes Control Group

List-Style

TheGope.com

Developed for This Study New, Updated Graphics

List-Style Quizzes

Control Group

Gamified

TheGope.com

Developed for This Study New, Updated Graphics Gamified Quizzes

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Method

• Students required to write pre-tests

• Pre-tests given to students not worth grades

• Students are required to pass a minimum threshold in order to get into the quiz room

• No difference to students final grade once student minimum threshold

• List style quizzes, threshold at 60%. For gamified, points adjusted for similar difficulty

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Method

• Once a student achieves the minimum threshold, very little course-based extrinsic motivators remain

• The number of attempts after the passing attempt was measured motivation

• The percentage of students in each group who made attempts after passing until they achieved perfect was measured

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Results

0.80 1.26 0.60 0.86 0.29 0.68 0.18 0.14 0.00 0.20 0.40 0.60 0.80 1.00 1.20 1.40

Quiz 1 Quiz 2 Quiz 3 Quiz 4

Average Number Of Attempts After Passing (P = .124, .045, .024, .015)

Gamified List-Style

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Results

0% 2% 4% 6% 8% 10% 12% 14% 16% 18% 20%

Pre-test 1 Pre-test 2 Pre-test 3 Pre-test 4

Percentage of Students Who Attempted Pre-Test After Passing Until a Perfect Score (N = 125, P = .027, .144, .001, .004)

Gamified List-Style

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Results

0% 5% 10% 15% 20% 25%

Pre-test 1 Pre-test 2 Pre-test 3 Pre-test 4

Percentage of Students Who Made Attempts After Getting Perfect (N = 125)

Gamified List-Style

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Survey Results (N= 361)

0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%

List-Style Gamified Courselink

I liked the format of the pre-tests (P= .000, .000)

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Survey Results (N= 361)

0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%

List-Style Gamified Courselink

I found working through the pre-test to be an enjoyable exercise (P = .001, .000)

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Survey Results (N= 361)

0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%

List-Style Gamified Courselink

I found the pre-tests to be engaging (P = .000, .000)

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Survey Results (N= 361)

0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%

List-Style Gamified Courselink

I found that the pre-tests helped prepare me for the quizzes (P = .881, .281)

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Survey Results (N= 361)

0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Gamers Non-Gamers

I would like to see elements of gaming used as a teaching tool in more of my classes (Gamers vs Non Gamers)

(Gamers, P = .346, .499, Non gamers P = .000, .000)

List-Style Gamified Courselink

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Conclusions

• Higher levels of motivation are observed for students taking Gamified Pre-tests

• A large fraction of students are motivated by the extrinsic reward of stars

• Overall, students find the Gamified pre-tests more engaging, enjoyable, and they like the format better

• Students who have experience with gaming or gamification want more gamification

• Students who do not consider themselves gamers do not see the need for more gamification, until they experience it

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Further Research

• Would higher levels of difficulty maintain high levels of motivation? • Can we exaggerate these results with other techniques (e.g. avatars,

fantasy gaming elements, stories, etc)

• How much does class exposure effect results?

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Acknowledgements

• Boom Digital Media group developed The GOPE website and gaming platform

References

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