Gamification is increasingly being used in educational contexts to attempt to increase both student engagement and achievement. In this study, gamification elements were added to pilot course offerings of post-secondary Calculus 1 and Calculus 2. The online courses were offered in the overarching form of a pirate quest to retrieve sunken treasure. Gamification elements included badges, points, progression/scaffolding/levels, unlockable content, progress bars, immediate feedback, and replay/do-over options. Students responded positively to the gamification elements, particularly the ability to re-do assignments until a mastery level was achieved. Engagement was positively affected. The sample sizes were too small to show statistically significant improvements in achievement. This paper reviews the literature surrounding the use of gamification elements, analyzes the results of these pilot course offerings, and provides suggestions for next steps.
Leslie Molnar, College of the Rockies, Canada
Stream: Teaching Experiences
This paper is part of the IICEHawaii2019 Conference Proceedings (View)
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