Investigating the Effects of Gamification and Ludicization on Learning Achievement and Motivation

  • Zhang Q
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Abstract

This empirical study aims to investigate and compare the actual effects of play-related approaches—gamification and ludicization—on learning achievement and motivation. The authors have employed adapted College English Test-6 and Motivated Strategies for Learning Questionnaire to assess learning achievement and motivation, respectively. According to ANCOVA, compared with the control group (N = 24, M = 59.979, SD = 1.836), gamification significantly enhances learning achievement (N = 23, M = 66.676, SD = 1.875), while ludicization insignificantly improves learning achievement (N = 23, M = 61.041, SD = 1.862). ANOVA has presented that gamification and ludicization insignificantly influence motivational-related subscales and that ludicization shows counterproductive effects on intrinsic orientation and learning beliefs. The main conclusion is that play-related approaches might exert insignificant effects on learning achievement or motivation. Unintended uses, excessive simplification, and addiction to external rewards lead to unstable or counterproductive impacts of playful experiences.

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APA

Zhang, Q. (2023). Investigating the Effects of Gamification and Ludicization on Learning Achievement and Motivation. International Journal of Technology-Enhanced Education, 2(1), 1–19. https://doi.org/10.4018/ijtee.326127

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