Improving Student Experience and Learning Performance with Traditional Instructional Methods and New Digital Media
Abstract
Studies in Technology-enhanced learning (TEL) involve different instructional media and methods to understand their effects on two main outcomes: learning performance and user experience. This paper investigated the impact of three gamification elements (point, badge, leaderboard) integrated into an educational software application on these outcomes. To expand the scope of the related work focusing on the Higher Education learners, our study targeted secondary school students. Results from 74 participants, who were divided into four groups (one non-gamified and three gamified), showed that the group receiving badges had a more positive user experience and that learning gain was observed in all groups.
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