Investigating the Effects of Gamifying SQL-Tutor

Authors

  • Faiza TAHIR Intelligent Computer Tutoring Group, Department of Computer Science and Software Engineering, University of Canterbury, New Zealand Author
  • Antonija MITROVIC Intelligent Computer Tutoring Group, Department of Computer Science and Software Engineering, University of Canterbury, New Zealand Author
  • Valerie SOTARDI School of Educational Studies and Leadership, University of Canterbury, New Zealand Author

Abstract

The practice of adding game elements to non-gaming educational environments has gained much popularity. Gamification has been found in some studies to increase learner engagement, motivation, and academic performance. However, there is a lack of empirical evidence to prove the effects of gamification in advanced learning technologies like Intelligent Tutoring Systems (ITS). This paper reports the results of an empirical study that included three categories of game elements (goals, assessment and challenges) implemented as badges in the context of SQL-Tutor. The study was conducted in a class under realistic conditions. SQL-Tutor was used voluntarily by 77 undergraduate students enrolled in a second-year database course. Although there were no differences between the experimental and control groups in terms of their interaction with SQL-Tutor and learning outcomes, we found a significant mediating effect of time-on-task on the direct relation between badges and achievement in the gamified condition. We also found evidence that not all students were interested in badges.

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Published

2020-11-23

How to Cite

Investigating the Effects of Gamifying SQL-Tutor. (2020). International Conference on Computers in Education, 416-425. https://library.apsce.net/index.php/ICCE/article/view/3954