Even though online learning is an affordable way to gain new knowledge and skills, and millions of people use different platforms, there is a serious problem with students dropping out, as well as with their completion of assignments during training. One effective way to increase student engagement is to use gamification in teaching. In this study, we study the relationship between the introduction of such a gamification element as virtual currency with the results of learning English on the Skyeng platform. Using data from 2019 to 2020, we analyzed the relationship between the indicated intervention and the percentage of completion of homework, as well as the average homework score of platform users. The results of the experiment conducted in the A/B format showed that the introduction of virtual currency had a significant effect on the educational results of students. Thus, students from the experimental group showed an increase in involvement in doing homework on the platform compared to the control group. Moreover, various types of rewards work in general to increase student engagement in homework, including those that are not directly related to learning. At the same time, students who did not use the game currency available to them showed similar or even lower results than participants in the experiment from the control group. It can be assumed that in this case there is an effect of student motivation as a hidden factor, which explains the greater interest in the functionality and capabilities of the platform itself, and in the educational process as a whole.
CITATION STYLE
Adamovich, K., & Chirkina, T. (2023). The Bullish Game: The Role of Virtual Currency in Incentivizing Homework on the Skyeng Platform. Voprosy Obrazovaniya / Educational Studies Moscow, 2023(4), 8–24. https://doi.org/10.17323/vo-2023-16640
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