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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>F-LauReLxp: A gameful learning experience in forecasting</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Nikoletta Zampeta Legaki Forecasting &amp; Strategy Unit, National Technical University of Athens</institution>
          ,
          <addr-line>Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Vassilios Assimakopoulos Forecasting &amp; Strategy Unit, National Technical University of Athens</institution>
          ,
          <addr-line>Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <fpage>21</fpage>
      <lpage>23</lpage>
      <abstract>
        <p>It is beyond question that technology determines various aspects of students' learning process. Gamification, the application of gaming elements in non-gaming environment such as education, taking advantage of information technology, has recently gained perpetual attention as a method to increase motivation and ameliorate learning outcomes. F-LauReLxp is a web-based platform that hosts three gamified applications related to statistical, judgmental forecasting and forecasting accuracy respectively. Additionally, F-LauReLxp aims to enhance educational process around milestones research conclusions of forecasting and promote learning performance through students' engagement. This study presents a quantitative analysis of true experimental design, using treatment and control groups. Our main result is that using gamified applications as a complementary teaching tool in a forecasting course could have a positive impact on students' learning performance. Humans love to play games as a way to escape reality and enjoy themselves (Maican et al., 2016). Given that, a variety of gameful applications has appeared, in order to give a playful character to difficult life tasks. In this respect, there is an increasing interest from both academics and practitioners in using game components in educational process either at university courses, on-line courses or even at business trainings for motivation and amelioration of learning outcomes. Gamification, defined as the integration of game elements in non - gaming context (Deterding et al., 2011) has gained remarkable popularity during the last decade (Hamari et al., 2014), especially in education. The majority of studies opt for the introduction of gamification into learning process due to its fun and attractive tone, putting emphasis on the dearth of empirical evidence (Hamari, 2017; Hanus &amp; Fox, 2015). Since there is no magic potion in the admixture of gamification and education, this study examines the effect of gamification in teaching research conclusions about forecasting principles. Predictive analytics are a new trend and in high demand nowadays, principally with the help of the growing computer's storage and process power. Additionally, the deep-rooted humans' desire to predict future events in order to plan their actions is unquestionable. Forecasting techniques help to predict future trends and estimate future values of variables under examination, based on past and present data. Hereof it has been considered as a vital addition in economic curriculums (Loomis &amp; Cox Jr, 2003), even in undergraduate level (Gavirneni, 2008). However, approximately only half of Business schools offer forecasting courses because of its complexity (Hanke, 1989). This study</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>investigates the impact specific developed gamified applications have in learning outcomes,
assessing students’ comprehension of published research conclusions retrieved from fundamental
forecasting sections. In our experiment, we focus on examining the impact of different tasks such
as: reading, use of gamified applications and their combination in students’ performance along with
the respective performance of the control group. The experiment spanned over one and a half years
and the total sample is composed of 261 undergraduate and MBA students of Electrical and
Computer Engineering School of the National Technical University of Athens.
2.</p>
    </sec>
    <sec id="sec-2">
      <title>Literature Review</title>
      <sec id="sec-2-1">
        <title>2.1. Gamification in education</title>
        <p>
          Over the last decade, there has been a tremendous increase in literature about gamification in a
variety of sectors, principally in education
          <xref ref-type="bibr" rid="ref17 ref26">(Hamari et al., 2014; Kasurinen &amp; Knutas, 2018)</xref>
          . This
fact is justified by its proven effectiveness on learning, from elementary school level
          <xref ref-type="bibr" rid="ref36">(da Rocha
Seixas et al., 2016)</xref>
          up to higher education and business training. Popularity of gamification in
teaching is based on its potential to engage students, as it happens in the case of game users (
          <xref ref-type="bibr" rid="ref37">Simões
et al., 2013</xref>
          ), and motivate them to participate in courses
          <xref ref-type="bibr" rid="ref2 ref3 ref36 ref4">(Buckley &amp; Doyle, 2016a)</xref>
          . Actually,
based on the literature review of
          <xref ref-type="bibr" rid="ref26">Kasurinen &amp; Knutas (2018)</xref>
          , the majority of published papers
around education and the new gamified concept aim to trigger students’ motivation, which is
affiliated with positive impact on learning. In this regard, a review of gamified projects and
webbased platforms with game elements accentuates gamification’s contribution to classical education
          <xref ref-type="bibr" rid="ref32">(Maican et al., 2016)</xref>
          .
          <xref ref-type="bibr" rid="ref28">Kuo &amp; Chuang (2016)</xref>
          proved that gamification is helpful for the
dissemination of academic content as well. Game elements most commonly embodied in
educational gamified applications are points, levels and badges
          <xref ref-type="bibr" rid="ref17 ref34">(Pedreira et al., 2015; Hamari et
al., 2014)</xref>
          . Rules, rewards, quick feedback and competitiveness have been used in gamified contexts
to induce positive learning outcomes
          <xref ref-type="bibr" rid="ref2 ref3 ref36 ref4">(Buckley &amp; Doyle, 2016a)</xref>
          . Despite the fact that gamification
in a serious context, such as education, is a promising trend with great potential in teaching and
lecture attendance
          <xref ref-type="bibr" rid="ref25">(Kapp, 2013)</xref>
          , it cannot be used as cure-all. Gamification’s effects are
interwoven with the respective target group and environment
          <xref ref-type="bibr" rid="ref17 ref5">(Hamari et al., 2014; Buckley &amp;
Doyle, 2017)</xref>
          . Hence, the results of gamification vary (Sánchez-Martín et al., 2017) and may have
positive or no impact on the educational process in the short run
          <xref ref-type="bibr" rid="ref21">(Hanus &amp; Fox, 2015)</xref>
          .
Nevertheless, research, regarding the acceptance of gamification in education, agrees upon the need
for more experimental results supported by statistical analysis
          <xref ref-type="bibr" rid="ref21 ref32 ref33 ref5">(Hanus &amp; Fox, 2015; Buckley &amp;
Doyle, 2017; Maican et al., 2016; Morschheuser et al., 2017)</xref>
          as there is a lack of empirical data
analysis regarding gamification’s implementation in teaching process.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Teaching forecasting</title>
        <p>
          <xref ref-type="bibr" rid="ref11">Gapp &amp; Fisher (2012)</xref>
          emphasize the lack of students’ engagement in their academic activities in
management courses that discourage them to reach their full learning potential. In this direction,
forecasting courses, usually considered as part of management or economic syllabuses, follow
more the rule than the exception regarding students’ reluctance, essentially because of its
complexity
          <xref ref-type="bibr" rid="ref8">(Craighead, 2004)</xref>
          . Trying to change this picture, teaching guidelines have been
proposed as an effort to ameliorate forecasting teaching and learning
          <xref ref-type="bibr" rid="ref30 ref31">(Loomis &amp; Cox Jr, 2003;
Love &amp; Hildebrand, 2002)</xref>
          and attract students’ attention. Improving lectures and teaching
processes with information technology and real events exercises are some of the teaching
guidelines with published positive impact on students’ motivation. Furthermore, virtual
environments are a catalyst for students’ participation in management courses
          <xref ref-type="bibr" rid="ref11">(Gapp &amp; Fisher,
2012)</xref>
          . Last but not least, a prediction market has been used as a pedagogical tool during
management courses
          <xref ref-type="bibr" rid="ref2 ref3 ref36 ref4 ref6">(Buckley et al., 2011; Buckley &amp; Doyle, 2016a)</xref>
          , producing real case decision
scenarios. Students were intrigued to search more information about the problem under
examination and they were able to apply this gained knowledge more effectively
          <xref ref-type="bibr" rid="ref6">(Buckley et al.,
2011)</xref>
          . Hence, active learning and information technology may perform as a force to magnetize
students’ interest in management and forecasting courses.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Gamification in teaching forecasting</title>
        <p>
          In this direction, we reviewed journal articles about forecasting courses that incorporate active
learning events or innovative educational methods. Keeping score
          <xref ref-type="bibr" rid="ref8">(Craighead, 2004)</xref>
          , the ad hoc
use of spreadsheets
          <xref ref-type="bibr" rid="ref12">(Gardner, 2008)</xref>
          and the adoption of competition between teachers and students
          <xref ref-type="bibr" rid="ref38">(Snider &amp; Eliasson, 2013)</xref>
          are only some examples of effective active learning proposed in
forecasting courses. Another in-class exercise with promising results was the forecast of the points
scored by the university basketball team
          <xref ref-type="bibr" rid="ref13">(Gavirneni, 2008)</xref>
          . During the lectures, authors explained
calculations of forecasts, general trend and time series components using this real-world case study.
Thus, active learning is beneficial for teaching statistical forecasting methods. However,
forecasting can also be used as a way to attract student’s interest in management courses.
          <xref ref-type="bibr" rid="ref6">Buckley
et al. (2011)</xref>
          triggered students’ active participation, using a prediction market to build decision
scenarios based on real facts, during an undergraduate course in risk management. Buckley &amp;
Doyle (2016a) also proved that the use of a prediction market in a course could be considered as a
useful pedagogical tool that gives active character to education. Since the application of a
prediction market is accompanied by objective rules, feedback and competition among learners,
Buckley &amp; Doyle (2016a) portrayed a gamified learning experience in a taxation course, with
positive impact on students’ knowledge level. Forecasting is a kind of art rather than a scientific
field
          <xref ref-type="bibr" rid="ref13">(Gavirneni, 2008)</xref>
          , thus it can be considered as fertile ground for applying gamification
          <xref ref-type="bibr" rid="ref2 ref3 ref36 ref4">(Buckley &amp; Doyle, 2016a)</xref>
          , in order to not only motivate students but also increase their learning
outcomes.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>F-LauReLxp Description</title>
      <p>
        F-LauReLxp is designed as a complementary teaching tool in the context of forecasting techniques
course, using gamification as defined by
        <xref ref-type="bibr" rid="ref9">Deterding et al. (2011)</xref>
        : “the use of game design elements
in non-game contexts”. F-LauReLxp is named after Forecasting and LauReL, a plant that was used
as aliment for an ancient Greek priest in order to say oracles and wise advises. The idea behind this
platform has arisen as an effort to engage students into a forecasting techniques course, to improve
their learning outcomes, disseminate published research conclusions in this field and consequently
improve students’ forecasting skills.
      </p>
      <sec id="sec-3-1">
        <title>3.1. F-LauReLxp architecture</title>
        <p>
          F-LauReLxp is a web-based modular platform, easily accessible with a browser. Since it is publicly
available, a user may navigate through F-LauReLxp and find information about forecasting aspects,
recent research findings and the gamified applications with respective instructions. F-LauReLxp is
composed of three web-gamified applications, as illustrated in Figure 1. These applications are
independent from each other, and they use different interfaces and databases. The platform also
has a pivot leader board of participants and statistics about its gamified applications for registered
users.
3.2. F-LauReLxp components’ design
Guidelines for the design of F-LauReLxp and its components were derived by the literature about
gamification effectiveness in learning (da Rocha Seixas et al., 2016; Yildirim, 2017; Hamari et al.,
2016; Sánchez-Martín et al., 2017; Kuo &amp; Chuang, 2016;
          <xref ref-type="bibr" rid="ref29">Kyewski &amp; Krämer, 2018</xref>
          ; Maican et al.,
2016; Pedreira et al., 2015;
          <xref ref-type="bibr" rid="ref10">DomíNguez et al., 2013</xref>
          ) and direction on how to design and develop
gamified applications
          <xref ref-type="bibr" rid="ref25 ref33 ref42">(Zichermann &amp; Cunningham, 2011; Morschheuser et al., 2017; Kapp, 2013)</xref>
          .
The most commonly used and assessed game elements in reviewed studies are points, levels,
achievements and leader boards
          <xref ref-type="bibr" rid="ref17">(Hamari et al., 2014)</xref>
          . Given that, all three F-LauReLxp’s gamified
applications embody them, in order to invoke to students the willingness of reward, status, and
competition
          <xref ref-type="bibr" rid="ref7">(Bunchball, 2010)</xref>
          . However, each of the three gamified applications incorporates one
or more game mechanisms, such as meaningful storyline, time constraints and challenges
          <xref ref-type="bibr" rid="ref2 ref25 ref42">(Kapp,
2013; Zichermann &amp; Cunningham, 2011; Bharathi et al., 2016)</xref>
          . More precisely, Table 1 indicates
the included game components and mechanisms per gamified application and the respective
purpose served in the context of a forecasting course. In addition, user-friendliness and clear
player’s guidance
          <xref ref-type="bibr" rid="ref25">(Kapp, 2013)</xref>
          determined our design decisions. All F-LauReLxp’s components
have similar user interfaces, in order to keep their aesthetic connection. From a technical
perspective, considering the methods and design principles presented in the study of
          <xref ref-type="bibr" rid="ref33">Morschheuser et al. (2017)</xref>
          on engineering gamified software, all applications are implemented by
the authors of this study exclusively for the teaching needs of a forecasting course. F-LauReLxp’s
gamified applications are fully accessible to registered users, with a browser (a free unity-plugin is
required for Metrics to Escape). Each application requires registration with an email and a
password of user’s choice.
        </p>
        <p>
          A brief description of gamified applications can be seen below:
Horses for Courses. This application aims to disseminate the method selection protocols for
fastmoving and intermittent demand time series
          <xref ref-type="bibr" rid="ref35">(Petropoulos et al., 2014)</xref>
          . Students choose the most
appropriate forecasting method based on different conditions and data at each level, getting points
according to their choices. Instructions for each level are available to students. A new challenge
rises at each level, enforcing the student to apply the knowledge of method selection rules, and
improve their performance
          <xref ref-type="bibr" rid="ref6">(Buckley et al., 2011)</xref>
          , in order to conquer a leader board position.
JudgeIt. This application targets to communicate heuristics and biases that have great impact on
judgmental forecasting
          <xref ref-type="bibr" rid="ref40">(Tversky &amp; Kahneman, 1974)</xref>
          . Students participate in a meaningful story,
where they become travelers in order to explore different destinations related to heuristics and
biases. Travelers aim to gain points by identifying the respective biases. Useful video and pictures
puzzle and challenge them, whilst instructions guide them to collect points and useful elements,
which form their score on the final leader board.
        </p>
        <p>
          Metrics to Escape. Forecasting accuracy is the subject of this application, which aims to point out
the advantages and disadvantages of different accuracy metrics
          <xref ref-type="bibr" rid="ref24">(Hyndman &amp; Koehler, 2006)</xref>
          .
Students become prisoners who are looking for clues regarding statistical metrics, answer questions
and solve riddles about metrics characteristics in order to escape a 3D virtual room. Students’ target
should be to both escape on time and collect points to reach a good position in leader board.
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        </p>
        <p>Students are aware of their progress, via suitable labels and feel well guided</p>
        <sec id="sec-3-1-1">
          <title>Looking for ways to maximize points gained in every level, students are motivated to apply the gained knowledge from the lecture in the most suitable way</title>
        </sec>
        <sec id="sec-3-1-2">
          <title>Increase competition among students</title>
          <p>Student is an explorer who
wants to reach a goal, not
only learn</p>
        </sec>
        <sec id="sec-3-1-3">
          <title>Student is a prisoner who</title>
          <p>wants to escape not only
learn
Student is more challenged
to find clues and escape</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>3.3. F-LauReLxp components implementation</title>
        <p>Responsive and user-friendly interface was chosen for all applications, based on bootstrap
framework. For the implementation, web technologies were used. More precisely, Javascript,
ASP.NET and Unity were used in front-end developing, while PHP with MySQL data-base and
VB. NET or C# with MS-SQL database were used in the back-end.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Experiment Description and Assessment</title>
      <sec id="sec-4-1">
        <title>4.1. Participants</title>
        <p>F-LauReLxp’s gamified applications were launched to students in different semesters. Hence, the
experiments for the evaluation of the first gamified application: Horses for courses took place in
spring semester 2015 and 2016 to 49 and 60 undergraduate students respectively and fall semester
2015 to 37 MBA students, whilst for the rest applications’ evaluations took place in spring semester
2016 to 58 and 57 undergraduate students. All experiments were conducted in the context of
forecasting techniques course, delivered in the Electrical and Computer Engineering School of the
National Technical University of Athens in a total sample of 261 students. Table 3 presents in more
detail, the number of students who participated in each experiment per gamified application.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Experimental design</title>
        <p>The experimental design was followed strictly, independent of the gamified application, the
semester or the level of studies. Students had the same background, without any prior knowledge
of the respective field, and their participation in each experiment was optional. However, they were
aware of the incentive, which was a 0.5 out of 10 grade for each gamified application, instead of a
respective equivalent exercise in final examination of the course. Thus, every student could receive
the highest grade. Moreover, there was no difference in incentives among the different groups that
the students were randomly assigned to.
Table 2, illustrates the experimental setup for the evaluation. Initially, all students attended a lecture
for 15 minutes, during which the main conclusions of the respective research were presented. Then,
they were randomly assigned to one of the groups, represented in Table 2. Each group had 15
minutes to fulfill each one of the task assigned to them. More precisely, the Group Control did not
have any additional tasks to complete, Group Read had to read the paper for 15 minutes, Group
Play had 15 minutes available to make a full round in the respective gamified application passing
through all the levels and reach the leader board of the respective gamified application (named
thenceforth as task play). Group Read&amp;Play had 30 minutes to fulfill the task read and then the
task play. Finally, all groups had to complete an on-line evaluation form with 30 equivalent
questions about the respective research’s findings within 15 minutes. The evaluation experiment
for each gamified application had a different lecture and on-line evaluation form based on the
related research. All of them were composed of 30 questions of the same type. Students’
performance was calculated as the sum of right answers (normalized to have 100 as maximum
value) for each experiment of each gamified application. During the experiment, every task had a
strict duration, clear instructions and no extra advice was given. Students were not allowed to
collaborate or look for information online while completing each of the tasks.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Results of experiment</title>
        <p>The analysis of results was conducted in two steps. Firstly, due to the small sample size, we
investigated median instead of mean values of students’ performances per group and experiment,
received from the assessment of the evaluation forms. Table 3 presents students’ performance
results, number of students per experiment and their percentages in each group. In general, Group
Play had the best performance and half of the times, Group Read&amp;Play, whose participants read
the paper and used the respective gamified application, reached the second position. Group Read,
whose participants just read the paper, presented a slightly better performance than Group Control,
whose participants received no treatment. Group Control was mostly at the last position.
Additionally, pairwise non-parametric tests were conducted, with a confidence interval equal to
95%, concluding that groups populations means rank different in most of the cases.
In the second step, we gathered data of students’ performances from all the experiments and then
divided it into two major groups: No F-LauReLxp group, composed of 127 students who have not
been through F-LauReLxp (Group Control and Group Read) and 134 students who used it (Group
Play and Group Play&amp;Read), named F-LauReLxp. We opt for this strategy for a number of reasons,
namely the gamified applications were designed under the same guidelines, the evaluation
experiments were conducted with exactly the same laboratory settings, and finally the evaluation
forms for each experiment had the same number and type of questions. In the case of Horses for
Courses evaluation experiment, the same evaluation form was used independently of the semester
of application or participants’ level of studies. Figure 2 illustrates the distribution of gathered
performances in percentiles with box-plot diagrams. Having larger samples, we conducted paired
t-test, with a confidence interval equal to 95%. Null hypothesis of equal differences in means is
rejected (t = -9.4146, df = 126, p &lt;0.001), while the use of F-LauReLxp presents an improvement
regarding mean values of performances, equal to 34% approximately.</p>
        <p>
          These gamified applications are proposed as a complementary teaching tool to motivate students
and consequently ameliorate their performance. Laboratory settings of this study simulate the
future use of these gamified applications, without impact on results’ validity. Since F-LauReLxp is
publicly available, students could use any application out of lectures or in an e-learning
environment in the future. However, playing more or looking for further information and applying
the gained knowledge in order to achieve a better position in leader board probably would be
beneficial for learning outcomes
          <xref ref-type="bibr" rid="ref2 ref3 ref36 ref4">(Buckley &amp; Doyle, 2016a)</xref>
          , supporting the results of this study.
        </p>
        <p>
          Conclusions
The conclusions of our empirical study are in line with literature findings about the positive impact
of gamification on learning performance
          <xref ref-type="bibr" rid="ref19 ref2 ref28 ref3 ref32 ref36 ref36 ref4 ref41">(da Rocha Seixas et al., 2016; Buckley &amp; Doyle, 2016a;
Hamari et al., 2016; Kuo &amp; Chuang, 2016; Maican et al., 2016; Yildirim, 2017)</xref>
          . We designed and
implemented F-LauReLxp, which hosts three web gamified applications related to forecasting
sections. It aims to improve students’ learning outcomes, increasing their motivation with
gamification mechanisms. Results advocate that gamification does improve students’ performance
and under certain conditions, it may have a greater impact than reading or even reading and use
FLauReLxp, as far as forecasting learning is concerned. It could increase students’ performance by
up to 76% compared to merely attending a respective lecture. In these terms, F-LauReLxp can be
suggested as a useful complementary educational tool for improving learning outcomes and
comprehension.
        </p>
        <p>
          A detailed quantitative analysis of this data is required to have conclusions that are more robust.
Furthermore, a wider sample, composed of students and practitioners, could be an interesting
addendum to compare gamification’s impact on different populations. Further extension of
FLauReLxp could be the integration of a superforecasters project
          <xref ref-type="bibr" rid="ref39">(Tetlock &amp; Gardner, 2016)</xref>
          , as
another evaluation method of students’ performance. Finally, F-LauReLxp should host more
applications to teach forecasting aspects. The integration of the “Learning to Forecast Experiment”
          <xref ref-type="bibr" rid="ref1 ref23">(Hommes, 2011; Assenza et al., 2014; Bao et al., 2017)</xref>
          could add important value to F-LauReLxp,
by helping collect data about students’ interactions to predict the asset price under changeable
conditions in an artificial and gamified market.
Bao, T., Hommes, C., &amp; Makarewicz, T. (2017). Bubble formation and (in) efficient markets in
learningto-forecast and optimise experiments. The Economic Journal, 127.
        </p>
        <p>Sánchez-Martín, J., &amp; Dávila-Acedo, M. A. (2017). Just a game? gamifying a general science class at
university: Collaborative and competitive work implications. Thinking Skills and Creativity, 26, 51–59.</p>
      </sec>
    </sec>
  </body>
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