Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study

There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally,...

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Veröffentlicht in:International Journal of Educational Technology in Higher Education Jg. 19; H. 1; S. 1 - 25
Hauptverfasser: Rodrigues, Luiz, Pereira, Filipe D., Toda, Armando M., Palomino, Paula T., Pessoa, Marcela, Carvalho, Leandro Silva Galvão, Fernandes, David, Oliveira, Elaine H. T., Cristea, Alexandra I., Isotani, Seiji
Format: Journal Article
Sprache:Englisch
Veröffentlicht: Cham Springer International Publishing 15.02.2022
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ISSN:2365-9440, 2365-9440
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Abstract There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term research has been carried out with STEM learners from introductory programming courses (CS1), a context that demands encouraging practice and mitigating motivation throughout the semester. Therefore, the main goal of this work is to better understand how the impact of a gamification design, featuring fictional and competitive-collaborative elements, changes over a 14-week period of time, when applied to CS1 courses taken by STEM students (N = 756). In an ecological setting, we followed a 2x7 quasi-experimental design, where Brazilian STEM students completed assignments in either a gamified or non-gamified version of the same system, which provided the measures (number of attempts, usage time, and system access) to assess user behavior at seven points in time. Results indicate changes in gamification’s impact that appear to follow a U-shaped pattern. Supporting the novelty effect, the gamification’s effect started to decrease after four weeks, decrease that lasted between two to six weeks. Interestingly, the gamification’s impact shifted to an uptrend between six and 10 weeks after the start of the intervention, partially recovering its contribution naturally. Thus, we found empirical evidence supporting that gamification likely suffers from the novelty effect, but also benefits from the familiarization effect, which contributes to an overall positive impact on students. These findings may provide some guidelines to inform practitioners about how long the initial contributions of gamification last, and how long they take to recover after some reduction in benefits. It can also help researchers to realize when to apply/evaluate interventions that use gamification by taking into consideration the novelty effect and, thereby, better understand the real impact of gamification on students’ behavior in the long run.
AbstractList There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term research has been carried out with STEM learners from introductory programming courses (CS1), a context that demands encouraging practice and mitigating motivation throughout the semester. Therefore, the main goal of this work is to better understand how the impact of a gamification design, featuring fictional and competitive-collaborative elements, changes over a 14-week period of time, when applied to CS1 courses taken by STEM students (N = 756). In an ecological setting, we followed a 2x7 quasi-experimental design, where Brazilian STEM students completed assignments in either a gamified or non-gamified version of the same system, which provided the measures (number of attempts, usage time, and system access) to assess user behavior at seven points in time. Results indicate changes in gamification’s impact that appear to follow a U-shaped pattern. Supporting the novelty effect, the gamification’s effect started to decrease after four weeks, decrease that lasted between two to six weeks. Interestingly, the gamification’s impact shifted to an uptrend between six and 10 weeks after the start of the intervention, partially recovering its contribution naturally. Thus, we found empirical evidence supporting that gamification likely suffers from the novelty effect, but also benefits from the familiarization effect, which contributes to an overall positive impact on students. These findings may provide some guidelines to inform practitioners about how long the initial contributions of gamification last, and how long they take to recover after some reduction in benefits. It can also help researchers to realize when to apply/evaluate interventions that use gamification by taking into consideration the novelty effect and, thereby, better understand the real impact of gamification on students’ behavior in the long run.
Abstract There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term research has been carried out with STEM learners from introductory programming courses (CS1), a context that demands encouraging practice and mitigating motivation throughout the semester. Therefore, the main goal of this work is to better understand how the impact of a gamification design, featuring fictional and competitive-collaborative elements, changes over a 14-week period of time, when applied to CS1 courses taken by STEM students (N = 756). In an ecological setting, we followed a 2x7 quasi-experimental design, where Brazilian STEM students completed assignments in either a gamified or non-gamified version of the same system, which provided the measures (number of attempts, usage time, and system access) to assess user behavior at seven points in time. Results indicate changes in gamification’s impact that appear to follow a U-shaped pattern. Supporting the novelty effect, the gamification’s effect started to decrease after four weeks, decrease that lasted between two to six weeks. Interestingly, the gamification’s impact shifted to an uptrend between six and 10 weeks after the start of the intervention, partially recovering its contribution naturally. Thus, we found empirical evidence supporting that gamification likely suffers from the novelty effect, but also benefits from the familiarization effect, which contributes to an overall positive impact on students. These findings may provide some guidelines to inform practitioners about how long the initial contributions of gamification last, and how long they take to recover after some reduction in benefits. It can also help researchers to realize when to apply/evaluate interventions that use gamification by taking into consideration the novelty effect and, thereby, better understand the real impact of gamification on students’ behavior in the long run.
ArticleNumber 13
Author Carvalho, Leandro Silva Galvão
Pessoa, Marcela
Toda, Armando M.
Isotani, Seiji
Oliveira, Elaine H. T.
Rodrigues, Luiz
Pereira, Filipe D.
Palomino, Paula T.
Fernandes, David
Cristea, Alexandra I.
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  givenname: Paula T.
  surname: Palomino
  fullname: Palomino, Paula T.
  organization: Institute of Mathematics and Computer Science, University of São Paulo, HCI Games Group, University of Waterloo
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  organization: Institute of Computing, Federal University of Amazonas
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  surname: Fernandes
  fullname: Fernandes, David
  organization: Institute of Computing, Federal University of Amazonas
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  organization: Institute of Computing, Federal University of Amazonas
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  organization: Durham University
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  surname: Isotani
  fullname: Isotani, Seiji
  organization: Institute of Mathematics and Computer Science, University of São Paulo
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KowalchukRKKeselmanHAlginaJRepeated measures interaction test with aligned ranksMultivariate Behavioral Research200338443346110.1207/s15327906mbr3804_2
WilcoxRRTianTSMeasuring effect size: A robust heteroscedastic approach for two or more groupsJournal of Applied Statistics201138713591368281813110.1080/02664763.2010.498507
Rodrigues, L., Toda, A. M., Palomino, P. T., Oliveira, W., Isotani, S. (2020). Personalized gamification: A literature review of outcomes, experiments, and approaches. In: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality, pp. 699–706
GrangeiaTDDe JorgeBCecílio-Fernandes DTio RAde Carvalho-FilhOMALearn+ fun! social media and gamification sum up to foster a community of practice during an emergency medicine rotationHealth Professions Education20195432133510.1016/j.hpe.2018.11.001
RStudio Team. (2019). RStudio: Integrated Development Environment for R. RStudio, Inc., Boston, MA . RStudio, Inc. Retrieved from http://www.rstudio.com
Tondello, G. F. (2019). Dynamic personalization of gameful interactive systems. PhD thesis, University of Waterloo
BriffaMJafthaNLoretoGPintoFCMChircopTHillCImproved students’ performance within gamified learning environment: A meta-analysis studyInternational Journal of Education and Research202081223244
Rodrigues, L., Toda, A. M., Oliveira, W., Palomino, P. T., Isotani, S. (2020). Just beat it: Exploring the influences of competition and task-related factors in gamified learning environments. In: Anais do XXXI Simpósio Brasileiro de Informática na Educação, pp. 461–470 . SBC
Dick, W., Carey, L., Carey, J. O. (2005). The systematic design of instruction.
KeselmanHAlginaJWilcoxRRKowaRKTesting repeated measures hypotheses when covariance matrices are heterogeneous: Revisiting the robustness of the welch-james test againEducational and Psychological Measurement200060692593810.1177/00131640021970998
Rodrigues, L., Palomino, P.T., Toda, A.M., Klock, A.C., Oliveira, W., Avila-Santos, A.P., Gasparini, I., Isotani, S. (2021). Personalization improves gamification: Evidence from a mixed-methods study. Proceedings of the ACM on Human-Computer Interaction 5(CHI PLAY), 1–25
ClarkREReconsidering research on learning from mediaReview of educational research198353444545910.3102/00346543053004445
von WangenheimCGvon WangenheimAEnsinando computação com jogos2012Florianópolis, SC, BrasilBookess Editora
Vornhagen, J. B., Tyack, A., Mekler, E. D. (2020). Statistical significance testing at chi play: Challenges and opportunities for more transparency. In: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pp. 4–18
DichevCDichevaDGamifying education: What is known, what is believed and what remains uncertain: a critical reviewInternational Journal of Educational Technology in Higher Education2017141910.1186/s41239-017-0042-5
KotrlikJWilliamsHThe incorporation of effect size in information technology, learning, information technology, learning, and performance research and performance researchInformation Technology, Learning, and Performance Journal20032111
HuangRRitzhauptADSommerMZhuJStephenAValleNHamptonJLiJThe impact of gamification in educational settings on student learning outcomes: A meta-analysisEducational Technology Research and Development202010.1007/s11423-020-09807-z
Santana, B. L., Bittencourt, R. A. (2018). Increasing motivation of cs1 non-majors through an approach contextualized by games and media. In: 2018 IEEE Frontiers in Education Conference (FIE), pp. 1–9 . IEEE
HallifaxSSernaAMartyJ-CLavouéÉScheffelMBroisinJPammer-SchindlerVIoannouASchneiderJAdaptive gamification in education: A literature review of current trends and developmentsTransforming learning with meaningful technologies2019ChamSpringer29430710.1007/978-3-030-29736-7_22
CairnsPDoing better statistics in human-computer interaction2019CambridgeCambridge University Press10.1017/9781108685139
Toda, A., Pereira, F. D., Klock, A. C. T., Rodrigues, L., Palomino, P., Oliveira, W., Oliveira, E. H. T., Gasparini, I., Cristea, A. I., Isotani, S. (2020). For whom should we gamify? insights on the users intentions and context towards gamification in education. In: Anais do XXXI Simpósio Brasileiro de Informática na Educação, pp. 471–480 . SBC
CreswellJWCreswellJDResearch design: qualitative, quantitative, and mixed methods approaches2017New YorkSage publications1417.03007
Ahadi, A., Lister, R., Vihavainen, A. (2016). On the number of attempts students made on some online programming exercises during semester and their subsequent performance on final exam questions. In: Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education, pp. 218–223
YuenKKThe two-sample trimmed T for unequal population variancesBiometrika197461116517010.1093/biomet/61.1.165
Van RoyRZamanBNeed-supporting gamification in education: An assessment of motivational effects over timeComputers & Education201812728329710.1016/j.compedu.2018.08.018
KoivistoJHamariJThe rise of motivational information systems: A review of gamification researchInternational Journal of Information Management20194519121010.1016/j.ijinfomgt.2018.10.013
TodaAMKlockACOliveiraWPalominoPTRodriguesLShiLBittencourtIGaspariniIIsotaniSCristeaAIAnalysing gamification elements in educational environments using an existing gamification taxonomySmart Learning Environments2019611610.1186/s40561-019-0106-1
NackeLEDeterdingCSThe maturing of gamification researchComputers in Human Behaviour201710.1016/j.chb.2016.11.062
SanchezDRLangerMKaurRGamification in the classroom: Examining the impact of gamified quizzes on student learningComputers & Education202014410366610.1016/j.compedu.2019.103666
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Estey, A., Coady, Y. (2016). Can interaction patterns with supplemental study tools predict outcomes in CS1? Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education—ITiCSE ’16, 236–241
Mustafa, A. S., Karimi, K. (2021). Enhancing gamified online learning user experience (ux): A systematic literature review of recent trends. Human-Computer Interaction and Beyond-Part I, 74–99
Palomino, P.T., Toda, A.M., Oliveira, W., Cristea, A.I., Isotani, S. (2019). Narrative for gamification in education: why should you care? In: 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT), vol. 2161, pp. 97–99 . IEEE
Dragicevic, P. (2016). Fair statistical communication in hci. In: Modern Statistical Methods for HCI, pp. 291–330. Springer
WilcoxRIntroduction to robust estimation and hypothesis testing20174AmsterdamElsevier1362.62003
MavletovaAA gamification effect in longitudinal web surveys among children and adolescentsInternational Journal of Market Research201557341343810.2501/IJMR-2015-035
Palomino, P., Toda, A., Rodrigues, L., Oliveira, W., Isotani, S.(2020). From the lack of engagement to motivation: Gamification strategies to enhance users learning experiences. In: 2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)-GranDGames BR Forum, pp. 1127–1130
SailerMHomnerLThe gamification of learning: A meta-analysisEducational Psychology Review201910.1007/s10648-019-09498-w
Hyrynsalmi, S., Smed, J., Kimppa, K. (2017). The dark side of gamification: How we should stop worrying and study also the negative impacts of bringing game design elements to everywhere. In: GamiFIN, pp. 96–104
Pereira, F. D., Toda, A., Oliveira, E. H., Cristea, A. I., Isotani, S., Laranjeira, D., Almeida, A., Mendonça, J. (2020). Can we use gamification to predict students’ performance? a case study supported by an online judge. In: International Conference on Intelligent Tutoring Systems, pp. 259–269. Springer
Goldstein, E. B. (2014). Cognitive Psychology: Connecting Mind. Nelson Education: Research and Everyday Experience.
Fonseca, S. C., Pereira, F. D., Oliveira, E. H., Oliveira, D. B., Carvalho, L. S., Cristea, A. I. (2020). Automatic subject-based contextualisation of programming assignment lists. In Proceedings of The 13th International Conference on Educational Data Mining (EDM 2020).
Rodrigues, L., Toda, A. M., Oliveira, W., Palomino, P. T., Avila-Santos, A. P., Isotani, S. (2021). Gamification works, but how and to whom? an experimental study in the context of programming lessons. In: Proceedings of the 52nd ACM Technical Symposium on Computer Science Education, pp. 184–190
R Core Team. (2020). R: A Language and Environment for Statistical Computing. R Foundation for Statistical Computing, Vienna, Austria. R Foundation for Statistical Computing. Retrieved from https://www.R-project.org
Rodrigues, L., Oliveira, W., Toda, A., Palomino, P., Isotani, S. (2019). Thinking inside the box: How to tailor gamified educational systems based on learning activities types. In: Proceedings of the Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação—SBIE)
Pereira, F. D., Fonseca, S. C., Oliveira, E. H., Cristea, A. I., Bellhäuser, H., Rodrigues, L., Oliveira, D. B., Isotani, S., Carvalho,
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Snippet There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing...
Abstract There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies...
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SubjectTerms Assignments
Benefits
Collaboration
Competition
Computer Appl. in Social and Behavioral Sciences
Computer Science
Computers and Education
Design
Design of experiments
Education
Educational Technology
Empirical analysis
Familiarity
Fiction
Foreign Countries
Game Based Learning
Gameful
Games
Gamification
Higher Education
Humanities
Information Systems Applications (incl.Internet)
Intervention
Introductory Courses
Law
Learning
Learning Processes
Longitudinal studies
Motivation
Novelty (Stimulus Dimension)
Outcomes of Education
Programming
Quasi-experiment Repeated-measures
Quasi-experimental methods
Quasiexperimental Design
Research Article
Research design
Statistics for Social Sciences
STEM Education
Student Behavior
Students
Technical education
Technology-mediated educational innovations in Latin American higher education institutions
Time
Time Factors (Learning)
Within-subjects design
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Title Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study
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Volume 19
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