File Download

There are no files associated with this item.

  Links for fulltext
     (May Require Subscription)
Supplementary

Article: Effects of gamification on students’ online interactive patterns and peer-feedback

TitleEffects of gamification on students’ online interactive patterns and peer-feedback
Authors
Keywordsgamification
learning analytics
online interactive pattern
peer-feedback performance
social network
Issue Date2019
PublisherRoutledge. The Journal's web site is located at http://www.tandf.co.uk/journals/titles/01587919.asp
Citation
Distance Education, 2019, v. 40 n. 3, p. 350-379 How to Cite?
AbstractGamification offers potential for improving students’ online discussion quantity and the depth of discussion content. However, very few studies have examined the social network patterns when students are posting and providing peer-feedback to each other in gamification-based environments. In response to those gaps, this study used a learning analytics approach to understand the effects of gamification on students’ online interactive patterns, posting quantity, and peer-feedback quality. The social network analysis results showed that students in the gamification-based course had denser networks than those in the control group. More students were active in the network compared with the control group. Content analysis revealed that students provided higher quality peer-feedback than students in the control group. This study provides empirical evidence for the positive effects of gamification on students’ online interaction. Future research trends and the limitations of this study are also discussed. © 2019, © 2019 Open and Distance Learning Association of Australia, Inc.
Persistent Identifierhttp://hdl.handle.net/10722/275807
ISSN
2021 Impact Factor: 5.500
2020 SCImago Journal Rankings: 1.456
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorHuang, B-
dc.contributor.authorHwang, GJ-
dc.contributor.authorHew, KFT-
dc.contributor.authorWarning, PB-
dc.date.accessioned2019-09-10T02:50:05Z-
dc.date.available2019-09-10T02:50:05Z-
dc.date.issued2019-
dc.identifier.citationDistance Education, 2019, v. 40 n. 3, p. 350-379-
dc.identifier.issn0158-7919-
dc.identifier.urihttp://hdl.handle.net/10722/275807-
dc.description.abstractGamification offers potential for improving students’ online discussion quantity and the depth of discussion content. However, very few studies have examined the social network patterns when students are posting and providing peer-feedback to each other in gamification-based environments. In response to those gaps, this study used a learning analytics approach to understand the effects of gamification on students’ online interactive patterns, posting quantity, and peer-feedback quality. The social network analysis results showed that students in the gamification-based course had denser networks than those in the control group. More students were active in the network compared with the control group. Content analysis revealed that students provided higher quality peer-feedback than students in the control group. This study provides empirical evidence for the positive effects of gamification on students’ online interaction. Future research trends and the limitations of this study are also discussed. © 2019, © 2019 Open and Distance Learning Association of Australia, Inc.-
dc.languageeng-
dc.publisherRoutledge. The Journal's web site is located at http://www.tandf.co.uk/journals/titles/01587919.asp-
dc.relation.ispartofDistance Education-
dc.rightsPreprint: This is an Author's Original Manuscript of an article published by Taylor & Francis Group in [JOURNAL TITLE] on [date of publication], available online: http://www.tandfonline.com/doi/abs/[Article DOI]. Postprint: This is an Accepted Manuscript of an article published by Taylor & Francis Group in [JOURNAL TITLE] on [date of publication], available online at: http://www.tandfonline.com/doi/abs/[Article DOI].-
dc.subjectgamification-
dc.subjectlearning analytics-
dc.subjectonline interactive pattern-
dc.subjectpeer-feedback performance-
dc.subjectsocial network-
dc.titleEffects of gamification on students’ online interactive patterns and peer-feedback-
dc.typeArticle-
dc.identifier.emailHew, KFT: kfhew@hku.hk-
dc.identifier.emailWarning, PB: pwarning@hkucc.hku.hk-
dc.identifier.authorityHew, KFT=rp01873-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1080/01587919.2019.1632168-
dc.identifier.scopuseid_2-s2.0-85070281793-
dc.identifier.hkuros303831-
dc.identifier.volume40-
dc.identifier.issue3-
dc.identifier.spage350-
dc.identifier.epage379-
dc.identifier.isiWOS:000542238900004-
dc.publisher.placeUnited Kingdom-
dc.identifier.issnl0158-7919-

Export via OAI-PMH Interface in XML Formats


OR


Export to Other Non-XML Formats