DIGITAL LIBRARY
DATA ANALYSIS FOR MEASURING EFFECTS OF GAMIFICATION IN E-LEARNING ENVIRONMENTS
Warsaw University of Life Sciences (POLAND)
About this paper:
Appears in: EDULEARN16 Proceedings
Publication year: 2016
Pages: 7082-7088
ISBN: 978-84-608-8860-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2016.0546
Conference name: 8th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2016
Location: Barcelona, Spain
Abstract:
It has been observed, that interest of researchers in the subject of learning process gamification increases. The number of publications presenting results of gamification experiments in educational environments is growing. These results contribute to the research area of influence of gamification on the level of the engagement and motivation of participants of the educational process.

The problem of motivation and engagement is significant especially in e-learning courses and it is still being discussed, how gamification can contribute to this field. Moreover, influence of gamification, depending on utilized components (points, rankings, levels, etc.) may have different (even contrary) effects on different participants. Therefore, there is a need of deeper data analysis with the aim of personalization of such an e-learning system in order to create a model enabling management of gamification process individually for every participant.

Our first step towards this aim is the analysis of student data in gamified university-level e-learning course. We gathered data from two editions of the course (300 000 log samples from an e-learning platform) and analyzed differences between test and control groups. Initial results show significant differences in student's final grade, perception of difficulty level and fairness of the final grade. It will be shown if the implementation of the gamification components also contributes to the individual perrformance of students and its relation to the aspects of individual student motivation and engagement.
Keywords:
Gamification, e-learning gamification.