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.
Cite
CITATION STYLE
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
Register to see more suggestions
Mendeley helps you to discover research relevant for your work.