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- Publisher Website: 10.1080/01587919.2019.1632168
- Scopus: eid_2-s2.0-85070281793
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Article: Effects of gamification on students’ online interactive patterns and peer-feedback
Title | Effects of gamification on students’ online interactive patterns and peer-feedback |
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Authors | |
Keywords | gamification learning analytics online interactive pattern peer-feedback performance social network |
Issue Date | 2019 |
Publisher | Routledge. 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? |
Abstract | Gamification 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 Identifier | http://hdl.handle.net/10722/275807 |
ISSN | 2023 Impact Factor: 3.7 2023 SCImago Journal Rankings: 1.697 |
ISI Accession Number ID |
DC Field | Value | Language |
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dc.contributor.author | Huang, B | - |
dc.contributor.author | Hwang, GJ | - |
dc.contributor.author | Hew, KFT | - |
dc.contributor.author | Warning, PB | - |
dc.date.accessioned | 2019-09-10T02:50:05Z | - |
dc.date.available | 2019-09-10T02:50:05Z | - |
dc.date.issued | 2019 | - |
dc.identifier.citation | Distance Education, 2019, v. 40 n. 3, p. 350-379 | - |
dc.identifier.issn | 0158-7919 | - |
dc.identifier.uri | http://hdl.handle.net/10722/275807 | - |
dc.description.abstract | Gamification 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.language | eng | - |
dc.publisher | Routledge. The Journal's web site is located at http://www.tandf.co.uk/journals/titles/01587919.asp | - |
dc.relation.ispartof | Distance Education | - |
dc.rights | Preprint: 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.subject | gamification | - |
dc.subject | learning analytics | - |
dc.subject | online interactive pattern | - |
dc.subject | peer-feedback performance | - |
dc.subject | social network | - |
dc.title | Effects of gamification on students’ online interactive patterns and peer-feedback | - |
dc.type | Article | - |
dc.identifier.email | Hew, KFT: kfhew@hku.hk | - |
dc.identifier.email | Warning, PB: pwarning@hkucc.hku.hk | - |
dc.identifier.authority | Hew, KFT=rp01873 | - |
dc.description.nature | link_to_subscribed_fulltext | - |
dc.identifier.doi | 10.1080/01587919.2019.1632168 | - |
dc.identifier.scopus | eid_2-s2.0-85070281793 | - |
dc.identifier.hkuros | 303831 | - |
dc.identifier.volume | 40 | - |
dc.identifier.issue | 3 | - |
dc.identifier.spage | 350 | - |
dc.identifier.epage | 379 | - |
dc.identifier.isi | WOS:000542238900004 | - |
dc.publisher.place | United Kingdom | - |
dc.identifier.issnl | 0158-7919 | - |