Abstract
This study is aimed at investigating and comparing the effects on learning achievement and motivation for two game-related pedagogies: gamification and game-based learning. Gamification was the process involving separable and flexible game elements, while game-based learning was the pedagogical procedure based on the inseparable serious games. Thus, gamification and game-based learning were hypothesized to have different effects on learning achievement and motivation. We implemented College English Test-6 (CET-6) and Motivated Strategies for Learning Questionnaire (MSLQ) to quantitatively assess learning achievement and motivation. ANCOVA reported that the positive effects on learning achievement reflected by CET-6 posttest scores were more significant for gamification (M=79.301, SD=1.258) than game-based learning (M=77.473, SD=1.262). ANOVA revealed that the positive effects on motivation reflected by the motivation-related subscales, i.e., self-efficacy for learning and performance, extrinsic goal orientation, intrinsic goal orientation, and control of learning beliefs, were more significant for gamification than game-based learning. The main conclusion was that gamification exerted more significantly positive effects on learning achievement and motivation than game-based learning. However, high dependence on immersion might influence the stability for the effects of gamification.
Cite
CITATION STYLE
Zhang, Q., & Yu, Z. (2022). Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning: A Quantitative Study Employing Kahoot. Education Research International, 2022. https://doi.org/10.1155/2022/9855328
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