As it unfolds: Exploring the impact of team-based gamification on performance, confidence, and engagement

The study explored the impact of a team-based leaderboard on students' performance, confidence, and engagement in an in-class, multiple-choice quiz with two phases (voting/revoting). A total of 103 Psychology students volunteered to participate and were assigned to a control (one non-gamified team) or a gamified condition (two competing teams whose scores were shown on the leaderboard). During voting, the students answered the quiz and denoted their levels of confidence and wrote short justifications for their answers. The same quiz questions were used in revoting, while the tallied answers of their teammates, their level of confidence, and the justifications written for each of the question choices were shown. Results showed that the losing team was outperformed in all aspects of the study by the winning and the control teams, which were comparable to each other. A team-based leaderboard was used to enhance social relatedness and avoid intrateam friction. The losing team demonstrated lower performance, confidence, and engagement, while the winning team was comparable to the non-gamified, control team. Students more positive to gamification in terms of competitiveness, experience, or preference experienced a larger negative impact from gamification. The implications of the study are that (a) team-based gamification may have a detrimental effect on students' performance, confidence, and engagement, and (b) students' individual characteristics related to gamification may interact with the gamification setting. • A team-based leaderboard was used to enhance students' activity in a quiz. • Two competing teams were compared to a non-gamified team. • Gamification had detrimental effects for the losing competing team. • The non-gamified team was comparable or outperformed the others.

Authors

Publication Details

Journal
Learning and Individual Differences
Published
2024-09-20
DOI
https://doi.org/10.1016/j.lindif.2024.102565
Citations
4
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.16
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article

As it unfolds: Exploring the impact of team-based gamification on performance, confidence, and engagement

Ton de Jong, Pantelis M. Papadopoulos, Johannes Steinrücke
4 citations
Learning and Individual Differences
Educational Games and Gamification
3.16
article

As it unfolds: Exploring the impact of team-based gamification on performance, confidence, and engagement

Ton de Jong, Pantelis M. Papadopoulos, Johannes Steinrücke
article en
4 citations

Abstract

The study explored the impact of a team-based leaderboard on students' performance, confidence, and engagement in an in-class, multiple-choice quiz with two phases (voting/revoting). A total of 103 Psychology students volunteered to participate and were assigned to a control (one non-gamified team) or a gamified condition (two competing teams whose scores were shown on the leaderboard). During voting, the students answered the quiz and denoted their levels of confidence and wrote short justifications for their answers. The same quiz questions were used in revoting, while the tallied answers of their teammates, their level of confidence, and the justifications written for each of the question choices were shown. Results showed that the losing team was outperformed in all aspects of the study by the winning and the control teams, which were comparable to each other. A team-based leaderboard was used to enhance social relatedness and avoid intrateam friction. The losing team demonstrated lower performance, confidence, and engagement, while the winning team was comparable to the non-gamified, control team. Students more positive to gamification in terms of competitiveness, experience, or preference experienced a larger negative impact from gamification. The implications of the study are that (a) team-based gamification may have a detrimental effect on students' performance, confidence, and engagement, and (b) students' individual characteristics related to gamification may interact with the gamification setting. • A team-based leaderboard was used to enhance students' activity in a quiz. • Two competing teams were compared to a non-gamified team. • Gamification had detrimental effects for the losing competing team. • The non-gamified team was comparable or outperformed the others.

Learning and Individual DifferencesVol. 116
Openalex Percentile: Top 8%
Educational Games and Gamification
3.16
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As it unfolds: Exploring the impact of team-based gamification on performance, confidence, and engagement — Ton de Jong, Pantelis M. Papadopoulos, et al. · Learning and Individual Differences (2024) | TGRS Research Map | TGRS