Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning: A Quantitative Study Employing Kahoot

Author:

Zhang Qi1ORCID,Yu Zhonggen1ORCID

Affiliation:

1. Faculty of Foreign Studies, Beijing Language and Culture University, China

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 = 79.3 01, 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.

Funder

Beijing higher education

Publisher

Hindawi Limited

Subject

Education

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