A4 Conference proceedings

Exploring the connection between gamification and student engagement in computer-supported collaboration

Open Access publication

Publication Details
Authors: Knutas Antti, Hynninen Timo, Wolff Annika, Khakurel Jayden
Publisher: CEUR Workshop Proceedings
Publication year: 2019
Language: English
Related Journal or Series Information: CEUR Workshop Proceedings
Title of parent publication: Proceedings of the 3 rd International GamiFIN Conference
Start page: 1
End page: 12
Number of pages: 12
eISSN: 1613-0073
JUFO-Level of this publication: 1
Permanent website address: http://ceur-ws.org/Vol-2359/paper1.pdf
Open Access: Open Access publication

Collaboration platforms and online forums often employ gamification in order to produce a better end-user experience. However, designing for gamified elements can be challenging, especially in the education context of learning plat-
forms: In order to support online learning activities, one must carefully deliberate which type of activities can be enhanced with gamified design. In this paper, we investigate the effect of gamification in relation to activities on a collaborative on-
line platform. Specifically, we use the partial least squares path modelling method to determine the effect of gamification in relation to three different collaborative learning activities: 1) seeking help, 2) helping other students, and 3) receiving help. According to our analysis, gamification has a positive impact on students engaging in beneficial collaborative behaviour, such as asking questions and helping others by answering. Furthermore, gamification has an indirect impact on performance, which was measured by the students receiving help on the platform.

Last updated on 2020-20-03 at 10:03