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www.sedtapp.psu.edu Implementing Gamification in Engineering Bridge Programs: A case study exploring the use of Kahoot! 1 1,2 1 2 Christian E. López & Dr. Conrad S. Tucker Department of Industrial and Manufacturing Engineering, School of Engineering Design Technology and Professional Programs 1

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Page 1: Implementing Gamification in Engineering Bridge Programs...Implementing Gamification in Engineering Bridge Programs: A case study exploring the use of Kahoot! 1 1,2 1 2 ... least about

www.sedtapp.psu.edu

Christian E. López Department of Industrial and Manufacturing Engineering,

Implementing Gamification in

Engineering Bridge Programs:

A case study exploring the use of Kahoot! 1 1,2

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Christian E. López & Dr. Conrad S. Tucker Department of Industrial and Manufacturing Engineering,

School of Engineering Design Technology and Professional Programs

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“The use of design elements characteristic for games in non-game contexts”

Deterding et al (2011, p. 10)

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Most of current applications are designed following a “one-size-fits-all” approach

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Individuals perceive and respond togame elements in different ways

Hamari & Tuunanen (2014)6

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Individuals perceive and respond togame elements in different ways

“One size does not fit all”

Nacke and Deterding, (2017, p. 3)

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Player type models might help advance personalized Gamification

Hexad Player Type Model

Marczewski (2015) 8

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Need to understand the relationship between students' player type and their perception of game elements

Do you like it?

?

Independent

Variables

Study Player TypeReported perception

without exposure*

Reported perception

with exposure ǂ

Orji et al. (2014) BrainHex X NO

Orji et al. (2017) BrainHex X NO

Tondello et al.

(2016)Hexad X NO

Tondello et al.

(2017)Hexad X NO

Orji et al. (2018) Hexad X NO

Lopez and Tucker

(2019)Hexad X NO

This work Hexad X YES

Dependent variable

Educational

Context

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There is no study on the relationship between player type and performance in gamification

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Independent

Variables

Player TypeReported perception

without exposure*

Reported perception with

exposure ǂPerformance

Orji et al. (2014) BrainHex X

Orji, Mandryk, et al. (2017) BrainHex X

Tondello et al. (2016) Hexad X

Tondello et al. (2017) Hexad X

Orji et al. (2018) Hexad X

This work Hexad X X

Study

Dependent variables

*Focus on the relationship between individuals’ player type and their perception of game elements, without exposing them to the elements in a gamified application

Do you like it?

?

RQ1. Does students’ Hexad player type correlate to their perception of the game elements and

the application used?

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Jump Start Program

https://inclusion.engr.psu.edu/student-programs/multicultural-engineering-program/jump-start.aspx

This was a four-week summer bridge program designed to support the academic success of

current students who are in entrance-to-major classes for any engineering major.

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Kahoot! was employed to gamified theGeneral Physics Mechanics section

15 students For group and individualsproblem-solving activities

Game Elements:

Teams

PointsLeaderboard

Rewards

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Challenges

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Students were asked about their perception of the application and game elements

Hexad Player Type Questionnaire

Class activities

Day 1:

Day 2-16:

“What did you like the (i) most/ (ii) least about today’s class?”

Application perception(7-point Likert scale)

Day 16:

S1: “I would like to continue using Kahoot! in the future”

S2: “Kahoot! motivated me to work in teams to solve the different problems”

S3: “Kahoot! motivated me to learn physics.”

Game elements perception(multiple choice)

The most and least:

(i) Motivating(ii) Fun(iii) Frustrating

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S1: “I would like to continue using Kahoot! in the future”

S2: “Kahoot! motivated me to work in teams to solve the different problems”

S3: “Kahoot! motivated me to learn physics.” 14

Students had a positive view of the application Kahoot

Strongly Disagree-

Strongly Agree-

Neutral response

M=5.87 M=6

M=5.53

***

*** ***

U-test p-value<0.001***

Students would like to continue using the application in the future, and felt

motivated by the application to work in teams and learn physics

no statistically significant relationship between students’ player type and their perception of the application

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U-test p-value<0.001***

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Students had a positive view of theapplication Kahoot

Strongly Disagree-

Strongly Agree-

Neutral response

M=5.87 M=6

M=5.53

***

*** ***

Students would like to continue using the application in the future, and felt

motivated by the application to work in teams and learn physics

no player type and their perception of the application

No significant relationship between students’ player type and

their perception of the application

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Students liked the Leaderboard elementbut not the Challenges of time pressure

Leaderboard

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ChallengesMost Motivating

Most Frustrating

7 out of 15χ-sq.=10

p-value=0.04

Least Fun12 out of 15χ-sq.=34.67

p-value<0.001

11 out of 15χ-sq.=30.67

p-value<0.001

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Students’ perception of game elements was dependent on their Hexad Player type

Most Funχ-sq.=25.25

p-value=0.014

Least Motivatingχ-sq.=20.36

p-value=0.016

Points Rewards

Teams Leaderboard

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The open-ended questions show that students enjoyed using the application Kahoot!

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What did you like the most about today’s class?Word Kahoot! 24.5%

of responses

What did you like the least about today’s class? Word Kahoot! only twice(emphasize that the application

should be used more often)

Word Frequency Analysis: “Kahoot” (freq. 31) “Problems” (freq. 31)

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The open-ended questions show that students enjoyed using the application Kahoot!

3

What did you like the most about today’s class?Word Kahoot! 24.5%

of responses

What did you like the least about today’s class? Word Kahoot! only twice(emphasize that the application

should be used more often)

Word Frequency Analysis: “Kahoot” (freq. 31) “Problems” (freq. 31)

Semantic Network Analysis

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• Benefits of gamified applications, like Kahoot!, to engage students.

• Kahoot can also serve as a valuable Student Response System.

• Students’ perception of the game elements is dependent on their player type

• Personalized gamification could potentially provide more benefits

Results reveal the benefits ofgamifying learning activities

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Controlled experiment to measure the effects of gamification on students’ learning performance

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Perception ≠ Performance

S1: “I would like to continue using Kahoot! in the future”

S2: “Kahoot! motivated me to work in teams to solve the different problems”

S3: “Kahoot! motivated me to learn physics.”

More than 15 students ?

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This study provides insights into the relationship between students’ player type

and their perception of different game elements, which could potentially help

researchers advance personalized educational gamification

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Thank you!

This research is funded in part by NSF NRI # 1527148 and NSF DUE

#1525367. Any opinions, findings, or conclusions found in this paper

are those of the authors and do not necessarily reflect the National

Science Foundation.

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• Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness : Defining “ Gamification .” ACM MindTreck’11.

• Hamari, J., & Tuunanen, J. (2014). Player Types: A Meta-synthesis. Transactions of the Digital Games Research Association, 1(2), 29–53.

• Nacke, L. E., & Deterding, S. (2017). The maturing of gamification research. Computers in Human Behavior, 1–5.

• Marczewski, A. (2015). User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design (pp. 65–80). http://www.gamified.uk/user-types/

• Orji, R., Vassileva, J., & Mandryk, R. L. (2014). Modeling the efficacy of persuasive strategies for different gamer types in serious games for health. User Modeling and User-Adapted Interaction, 24(5), 453–498.

• Orji, R., Mandryk, R. L., & Vassileva, J. (2017). Improving the Efficacy of Games for Change Using Personalization Models. ACM Trans. Comput.-Hum. Interact. Article, 24(22).

• Tondello, G. F., Wehbe, R. R., Diamond, L., Busch, M., Marczewski, A., & Nacke, L. E. (2016). The Gamification User Types Hexad Scale. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’16 (pp. 229–243).

• Tondello, G. F., Mora, A., & Nacke, L. E. (2017). Elements of Gameful Design Emerging from User Preferences. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’17 (pp. 129–142).

• Orji, R., Tondello, G. F., & Nacke, L. E. (2018). Personalizing Persuasive Strategies in GamefulSystems to Gamification User Types. In The ACM CHI Conference on Human Factors in Computing Systems. Montreal, QC, Canada.

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