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Student Participation and Achievement in a Large Lecture Course With Game-Based Learning

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Listed:
  • Larysa Nadolny
  • Andrea Halabi

Abstract

Background The use of game-based learning strategies in higher education has shown promise to increase student motivation and achievement . Although studies have begun to explore the structuring of courses as a game , little is known on who benefits the most from this type of instructional environment. Aim This research study explored the impact of a large lecture course designed with game-based learning on participation and achievement . Game elements included narrative, quests, points, feedback, and badges. Method 71 undergraduate students participated in a case study utilizing a mixed methods approach. Measures included course achievement, course participation, and a survey on beliefs and practices. Results Findings indicated students in a large course structured with game-based learning maintained high participation and persistence in meeting course requirements . In addition, overall achievement was not significantly correlated with age, gender, learning style, or game use, contradicting the research literature on game-based learning. Conclusions The use of game-based learning is beneficial for engaging all students in large lecture courses , but more work is needed in determining which strategies are most effective for learning.

Suggested Citation

  • Larysa Nadolny & Andrea Halabi, 2016. "Student Participation and Achievement in a Large Lecture Course With Game-Based Learning," Simulation & Gaming, , vol. 47(1), pages 51-72, February.
  • Handle: RePEc:sae:simgam:v:47:y:2016:i:1:p:51-72
    DOI: 10.1177/1046878115620388
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    References listed on IDEAS

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    1. Bradley S. Greenberg & John Sherry & Kenneth Lachlan & Kristen Lucas & Amanda Holmstrom, 2010. "Orientations to Video Games Among Gender and Age Groups," Simulation & Gaming, , vol. 41(2), pages 238-259, April.
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