Gamified Module

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Gamified Modules for an Introductory Statistics Course and Their Impact on Attitudes and Learning

Tamarah Smith

First Published September 25, 2017 Research Article

Results. The attitudes of cognitive competence, affect, value and perceived difficulty were all positively
impacted after completing the gamified exercises. The experimental group also had large effects of test
performance one semester after completing the course.

Conclusion. In line with the theory of gamified learning, these findings suggested that the gamified
modules were successful in shifting students’ attitudes in a positive direction and subsequently
increasing performance. Future studies should introduce randomization between students and examine
the specific pathways between attitudes and performance.

TIS

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Game Based Learning

HOME OUR INNOVATIVE OFFERINGS SERVICES: GAMIFICATION AND SERIOUS GAMES

GAMIFICATION AND SERIOUS GAMES

"The opposite of play is not work — the opposite of play is depression."

— Brian Sutton-Smith, Play Researcher, Author of The Ambiguity of Play

The human mind learns best when at play, and our innovative game-based solutions seamlessly blend
the two for memorable learning and learning experiences.

Our offerings in this space include gamification and serious games.


Gamification is distinct from serious games in that it seeks to add game elements into your existing
process, procedure or program and transform it. In contrast, our serious games “import” the process,
procedure or program into a custom content module, asking the learner to reflect upon insights gained
and bring them back into real practice when the game “ends”.

Module Alignment with Provide Multiple Means of Engagement

Student engagement is the most often reported reason that teachers bring game-based learning into a
class. The reason for this is simple: the students are already playing games, with 65 percent of college
students saying that they play games regularly or occasionally (Jones, 2003). Students understand the
formats and structure of games and do not automatically associate them with classroom learning, giving
the instructor a space in which to speak to them at a deeper level with course content. Game-based
learning provides Multiple Means of Engagement by involving students in situations that can remove
them from typical classroom activities and ask them to make decisions that matter within the context of
the game.

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