Impact of Gamification to Understanding Bayes’ Theorem: A Study Using the Monty Hall Dilemma Simulation

Gamification is frequently employed in the learning of complex concepts. This study aims to examine the impact of a gamification intervention on university students’ understanding of Bayes’ Theorem and its application to business decision-making. To achieve this, an agent-based simulation model is developed to facilitate practice with the Monty Hall dilemma. Subsequently, a paired experiment with binary responses is conducted in two groups of students (the first with 67 students and the second with 55) in different contexts. Through a quiz games methodology, the findings indicate that the gamification intervention results in a 32.83% and 18.18% increase in the accuracy of responses provided by students (of the first and second group respectively) before and after engaging with the model. This difference between the two groups may be due to the greater mastery of probabilistic concepts by the students belonging to the second group. In any case, it appears that the enhanced motivation and engagement generated by gamification contributes to a more effective acquisition of the concepts addressed and potentially reducing dropout rates.

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Publication Details

Journal
Dirección y Organización
Published
2025-07-18
DOI
https://doi.org/10.37610/86.696
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Impact of Gamification to Understanding Bayes’ Theorem: A Study Using the Monty Hall Dilemma Simulation

Julio César Puche Regaliza, Joaquı́n Pacheco, Silvia Casado Yusta, Santiago Porras
Dirección y Organización
Educational Games and Gamification
article

Impact of Gamification to Understanding Bayes’ Theorem: A Study Using the Monty Hall Dilemma Simulation

Julio César Puche Regaliza, Joaquı́n Pacheco, Silvia Casado Yusta, Santiago Porras
article en

Abstract

Gamification is frequently employed in the learning of complex concepts. This study aims to examine the impact of a gamification intervention on university students’ understanding of Bayes’ Theorem and its application to business decision-making. To achieve this, an agent-based simulation model is developed to facilitate practice with the Monty Hall dilemma. Subsequently, a paired experiment with binary responses is conducted in two groups of students (the first with 67 students and the second with 55) in different contexts. Through a quiz games methodology, the findings indicate that the gamification intervention results in a 32.83% and 18.18% increase in the accuracy of responses provided by students (of the first and second group respectively) before and after engaging with the model. This difference between the two groups may be due to the greater mastery of probabilistic concepts by the students belonging to the second group. In any case, it appears that the enhanced motivation and engagement generated by gamification contributes to a more effective acquisition of the concepts addressed and potentially reducing dropout rates.

Dirección y Organización(86)
Universidad de Burgos (ES)
Universidad de Burgos, Ministerio de Ciencia e Innovación
Peace, Justice and strong institutions
Openalex Percentile: Top 79%
Educational Games and Gamification
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