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Effects of Gamification in a Teacher Education Program, 2010 to 2020
Karlstad University, Faculty of Arts and Social Sciences (starting 2013), Department of Political, Historical, Religious and Cultural Studies (from 2013).ORCID iD: 0000-0003-1608-6817
Karlstad University, Faculty of Arts and Social Sciences (starting 2013), Centre for Research on Child and Adolescent Mental Health (from 2013). Karlstad University, Faculty of Arts and Social Sciences (starting 2013), Department of Political, Historical, Religious and Cultural Studies (from 2013).ORCID iD: 0000-0001-9541-3673
2023 (English)In: SAGE Open, E-ISSN 2158-2440, Vol. 13, no 1Article in journal (Refereed) Published
Abstract [en]

The use of game elements as a means to stimulate students’ motivation has increased in a number of disciplines across theworld after 2010, but apart from a few exceptional cases, it has not been possible to show a significant effect on academicachievement. In this study, the effects of game elements on academic achievement have been investigated among 458 studentsin a teacher education program, distributed across 10 course instances over 11 years (2010–2020). Statistical analyses indi-cated that a game element consisting of a number of hand-in assignments contributed significantly to the total points of thefinal written exam. Although a comparison with the students’ results in the two previous modules showed that two thirds ofthe positive effect could be explained by selection, the remaining one third of the positive effect could still be explained interms of the game elements significantly improving the achievements on the final written exam.

Place, publisher, year, edition, pages
Newbury Park: SAGE Open, 2023. Vol. 13, no 1
Keywords [en]
Academic Achievement, Assessment, Examination, Gamification, Student motivation, Teacher Education
National Category
History and Archaeology History
Research subject
History; Education; Educational Work
Identifiers
URN: urn:nbn:se:kau:diva-93939DOI: 10.1177/21582440231160995ISI: 000949161100001Scopus ID: 2-s2.0-85150266915OAI: oai:DiVA.org:kau-93939DiVA, id: diva2:1743807
Available from: 2023-03-16 Created: 2023-03-16 Last updated: 2024-01-17Bibliographically approved

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Svanberg, MikaelBergh, Daniel

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Department of Political, Historical, Religious and Cultural Studies (from 2013)Centre for Research on Child and Adolescent Mental Health (from 2013)
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Svanberg, M. (2023). Effects of Gamification in an Academic History Course, 2010-2020. Göteborg: Svensk nationell datatjänst / Swedish National Data Service

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CiteExportLink to record
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Citation style
  • apa
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