Impact of Gamified Learning on Learners' Performance: Time and Learning Time Patterns Matter
Type
working paper
Date Issued
2025-01-14
Author(s)
Abstract
This study examines the impact of the use of a gamified learning application on the academic performance of 1'600 first-term students in a mandatory introductory course in management at a European University. It aims to contribute to the deeper understanding of the effect of students' learning time and learning patterns using a gamified learning app. We found that increased engagement with the application, measured by time spent and questions answered, is significantly correlated with learning success in form of higher exam scores or grades. Additionally, in line with traditional learning theories, students who used the application more regularly during the semester performed better. Against common expectations, the use of the gamified learning application also correlates with higher scores in the multiple-choice and case study sections of the exam, suggesting that it supports both knowledge acquisition and transferal competences. However, the causality of the effect is critically discussed. With its significant sample size and the measurement of actual learning behavior and learning success, the study contributes to the body of clinical studies.
Keywords
Gamification
Gamified Learning
Learning Apps
Learner Performance
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Impact of Gamified Learning on Learners' Performance Time and Learning Time Patterns Matter.pdf
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