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An empirical study comparing gamification and social networking on e-learning
ARTICLE

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Computers & Education Volume 75, Number 1, ISSN 0360-1315 Publisher: Elsevier Ltd

Abstract

While social networking has already demonstrated its efficiency in e-learning, gamification, which is the use of game-thinking and playful design in non-game contexts, has only shown its potential as a motivational tool. This paper presents the results of testing both social networking and gamification in an undergraduate course, comparing them in terms their effect on students' academic achievement, participation and attitude. The effects of a gamification plugin deployed in a learning management system were compared to those of a social networking site in the same educational setting. We found that both approaches presented better performance than a traditional e-learning approach in terms of academic achievement for practical assignments, but that, when it came to assessing knowledge, the traditional e-learning approach was better. Also challenging current assumptions, participation rates and scores remained low with the new tools, although students' attitudes were positive.

Citation

de-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J. & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75(1), 82-91. Elsevier Ltd. Retrieved September 21, 2019 from .

This record was imported from Computers & Education on January 29, 2019. Computers & Education is a publication of Elsevier.

Full text is availabe on Science Direct: http://dx.doi.org/10.1016/j.compedu.2014.01.012

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