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Effectiveness of AdventureLEARN, an Online Gamified Platform for Improving Approaches to Learning
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The use of gamified tools to increase levels of student engagement has grown in the past decade. The present study examines the effects of a gamified intervention platform, known as AdventureLEARN, on three types of students' approaches to learning: (1) deep, (2) organised, and (3) unreflective approaches. After completing the Approaches to Learning and Studying Inventory (ALSI) on AdventureLEARN, students received a personalised list of learning resources to improve learning approaches, based on their responses on the ALSI. A total of 700 Year One students from Academic Years (AY) 2018 and 2019 participated in this study. Their approaches to learning were measured at the end of Year One. Students who accessed three or more learning resources in AdventureLEARN showed a significant decrease in unreflective approaches to learning after a year, with no significant changes in deep and organised approaches to learning observed. These findings indicate that AdventureLEARN could be a promising gamified platform for reducing students' unreflective approaches to learning. Lastly, the challenge of building a self-driven gamified intervention, rather than a classroom-based intervention, is briefly discussed. The inclusion of additional meaningful gamification techniques that address psychological and social needs are proposed for future research.
Hong Kong Baptist University
Title: Effectiveness of AdventureLEARN, an Online Gamified Platform for Improving Approaches to Learning
Description:
The use of gamified tools to increase levels of student engagement has grown in the past decade.
The present study examines the effects of a gamified intervention platform, known as AdventureLEARN, on three types of students' approaches to learning: (1) deep, (2) organised, and (3) unreflective approaches.
After completing the Approaches to Learning and Studying Inventory (ALSI) on AdventureLEARN, students received a personalised list of learning resources to improve learning approaches, based on their responses on the ALSI.
A total of 700 Year One students from Academic Years (AY) 2018 and 2019 participated in this study.
Their approaches to learning were measured at the end of Year One.
Students who accessed three or more learning resources in AdventureLEARN showed a significant decrease in unreflective approaches to learning after a year, with no significant changes in deep and organised approaches to learning observed.
These findings indicate that AdventureLEARN could be a promising gamified platform for reducing students' unreflective approaches to learning.
Lastly, the challenge of building a self-driven gamified intervention, rather than a classroom-based intervention, is briefly discussed.
The inclusion of additional meaningful gamification techniques that address psychological and social needs are proposed for future research.
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