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Gamification aims to enhance the educational experience by enabling students to have fun with technology. Although research in the field has previously looked into the effectiveness of gamification, reviews of existing studies show that in the context of education, gamification has been largely applied at the university level, with diverse pedagogical approaches and outcomes. Furthermore, reports often refer to interactions with gamification elements in contexts outside STEM education. To bridge these research gaps, this paper reports on an empirical study involving 199 students from two secondary schools. Students had the opportunity to receive a digital reward (in the form of points, badges, or rankings) for their participation in an online physics lesson. Although no significant differences were found regarding student motivation, results confirm an impact—depending on the gamification element being introduced in the software—on three other important aspects: (i) perceived usability, (ii) student engagement, and (iii) learning performance.
Mathias Josef Payer, Edouard Bugnion, Evangelos Marios Kogias, Adrien Ghosn, Charly Nicolas Lucien Castes, Neelu Shivprakash Kalani, Yuchen Qian
Francesco Mondada, Helena Kovacs, Jean-Philippe Pellet, Barbara Bruno, Laila Abdelsalam El-Hamamsy
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