A Multi-Case Empirical Study on the Impact of Virtual Currency on Student Engagement and Motivation

Author:

Dicheva Darina1ORCID,Guy Breonte2ORCID,Dichev Christo1,Irwin Keith1,Cassel Lillian3

Affiliation:

1. Department of Computer Science, Winston-Salem State University, Winston Salem, NC 27110, USA

2. Department of Psychological Sciences, Winston-Salem State University, Winston Salem, NC 27110, USA

3. Department of Computing Sciences, Villanova University, Villanova, PA 19085, USA

Abstract

While the motivational effect of educational gamification is largely recognized, the impact of the gamification element virtual currency (VC) is underexplored, especially in an educational setting. To address this gap, the goal of the presented multi-case empirical study was to systematically explore the impact of virtual currency on learners’ engagement, motivation, and academic performance across different contexts and to uncover potentially generalizable results. Accordingly, this paper presents the outcomes of a multi-perspective analysis of students’ experiences in out-of-class practicing in a learning environment gamified with VC and the effect of this game element. The work builds on previous case studies with analogical goals, which the authors have conducted in different contexts, including the university type, student population, subject area, etc. The provided comprehensive cross-case analysis integrates and extends the previous results tracing the path to generalizable knowledge about the potential of VC. While the results of this multi-case study demonstrate a significant increase in student engagement in out-of-class practicing gamified with virtual currency, they fail to show a significant increase in students’ intrinsic motivation and students’ final course grades. This study is a step forward in enhancing our understanding of the multifaceted effect of virtual currency on learners’ experience.

Funder

US National Science Foundation

Publisher

MDPI AG

Reference49 articles.

1. Priego, R.G., and Peralta, A.G. (2013). ACM International Conference Proceeding Series, ACM.

2. Gamification in education: A systematic mapping study;Dicheva;J. Educ. Technol. Soc.,2015

3. Why do people use gamification services?;Hamari;Int. J. Inf. Manag.,2015

4. Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective;Zaman;Int. J. Hum. Comput. Study,2018

5. Gamifying education: What is known, what is believed and what remains uncertain: A critical review;Dichev;Int. J. Educ. Technol. High. Educ.,2017

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3