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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using gamification to teach forecasting in a business school setting</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nikoletta Zampeta Legaki</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kostas Karpouzis</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vassilios Assimakopoulos</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>School of Electrical and Computer Engineering, National Technical University of Athens</institution>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>8</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>While gamification has been creatively embraced in education, recent studies emphasize the need for more experimental research on gamification impact on learning outcomes. Teaching forecasting is a challenging task due to the complexity that forecasting techniques entail, and due to their popularity in business environment. This study experimentally examines the impact of three preexisting gamified implementations on the students' comprehension of specific forecasting topics using controlled and treatment groups. Our sample consists of 243 undergraduate students from the Business Administration Department in the School of Business and Economics of the University of Thessaly. Our findings show that gamification improves students' performance up to almost 15.80%, compared to traditional teaching methods, under certain conditions. These results are not in full alignment with previous findings, a fact which highlights the need for further research on the impact gamification can have in different academic majors.</p>
      </abstract>
      <kwd-group>
        <kwd>Teaching</kwd>
        <kwd>Forecasting</kwd>
        <kwd>Gamification</kwd>
        <kwd>Business School</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        The digital age has emphasized the need for statistical literacy [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Educational
approaches to statistics mainly focus on data analysis [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], as competitive business
environments require graduate students to interpret data and comprehend forecasting
methods and applications [
        <xref ref-type="bibr" rid="ref17 ref24">17, 24</xref>
        ]. Many believe that teaching forecasting is a difficult task,
due to businesses’ high expectations concerning the graduates’ forecasting skills, and
due to the complexity, that such forecasting topics entail [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Consequently, both these
factors act as deterrents for students. At the same time, gamification is increasingly used
in education in an effort to motivate students to reach their learning potential [
        <xref ref-type="bibr" rid="ref10 ref23 ref37">23, 37,
10</xref>
        ]. However, the teaching of forecasting has not yet followed this trend. Gamification
strategies have been moderately embraced in forecasting courses in the context of
simple gamified learning exercises, aiming to improve learning outcomes. Thus, because
of the increasing demand for forecasting courses, and because of their multidisciplinary
nature and complexity that can impede student motivation, forecasting courses seem to
be a suitable and illuminating field within which to investigate gamification’ s effects.
      </p>
      <p>
        This study examines the impact of gamification implementations, named: Horses
for Courses, JudgeIt and Metrics to Escape, respectively, on learning outcomes in
forecasting education. In our experiment, following the same experimental design as Legaki
et al. [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], we investigate the effect of gamification on learning outcomes compared to
traditional teaching methods using treatment and control groups. The total sample is
composed of 243 participations by first-year undergraduate students from the Business
Administration Department in the School of Business and Economics of the
University of Thessaly. We also compare our findings with findings from previous relevant
research conducted using a sample of 261 students from the School of Electrical and
Computer Engineering at the National Technical University of Athens, Greece [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
2
2.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Teaching Forecasting</title>
      <sec id="sec-2-1">
        <title>Teaching Forecasting Principles in Business Schools</title>
        <p>
          As described in [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ], statistical literacy and the education on statistics are of critical
importance, especially in the rapidly changing business environment. In light of the
increased demand for analytical and statistical skills, the education on statistics focuses
on data analysis [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], as competitive business environments require graduate students
to interpret data and comprehend forecasting methods and applications [
          <xref ref-type="bibr" rid="ref17 ref24">17, 24</xref>
          ]. The
importance of forecasting skills is not a new discovery [
          <xref ref-type="bibr" rid="ref1 ref17 ref24 ref28 ref30 ref38 ref7">30, 17, 7, 28, 38, 1, 24</xref>
          ]. Due
to their multidisciplinary nature, forecasting techniques are an essential component in
a number of fields such as: Business Statistics [
          <xref ref-type="bibr" rid="ref40">40</xref>
          ], Supply Chain Management [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ],
Decision Making and Management Science [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ], Finance, Economics and other fields.
        </p>
        <p>
          However, the eagerness of the business sector to equip students with a strong
background in forecasting techniques is only partially reflected in the education that
Universities and Business Schools offer. Hanke [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] conducted a survey regarding forecasting
courses in Business Schools, in which he demonstrated that only 58% of the
universities offered an independent forecasting techniques course. Even when offered,
forecasting techniques courses were not compulsory and such courses were more common
at the graduate, rather than the undergraduate level. More recent research by Kros and
Rowe [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ] showed that 34.48% of the surveyed Business Schools offered formal
forecasting courses, as the majority of respondents included forecasting as part of another
class. Additionally, less than 50% of the top 50 US Business Programs required a
forecasting time series course [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. Regarding e-learning modules, Gel et al. showed that
there is a plethora of various ”e-learning-in-statistics initiatives” [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] general modules
but they do not concentrate on time-series and forecasting methodology as these would
be taught at the undergraduate level.
        </p>
        <p>
          Despite the demand for forecasting skills, Business Schools do not seem to follow
this emerging demand for effective forecasting courses. The need to increase student
motivation, especially in higher education, has been widely noted and recognized [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
Business Schools’ teaching methods and effectiveness have been criticized for not
placing enough focus on the specific skills that will improve the students’ future job
performance [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] and career success [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]. In the case of forecasting courses, Business Schools
have even more obstacles to overcome. Business forecasting or statistics courses are
usually considered difficult [
          <xref ref-type="bibr" rid="ref1 ref13 ref38 ref41">41, 13, 1, 38</xref>
          ], and too technical and complex [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], making
it challenging both for educators to teach the key concepts effectively and students to
remain motivated and comprehend the material [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Accordingly, Donihue [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], Loomis
and Cox [
          <xref ref-type="bibr" rid="ref27 ref28">28, 27</xref>
          ] and Chu [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] propose a variety of alternative teaching principles, such
as: less time spent on lectures, presenting students with real case studies, involving
students in real forecasting problems, encouraging the use of technology, and familiarizing
students with suitable software and data visualization. Apart from real-world problems
and case studies, which have been proposed as effective methods [
          <xref ref-type="bibr" rid="ref28 ref29 ref31">28, 29, 31</xref>
          ], Love and
Hildebrand [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] also highlight the need to update and improve educational methods,
and they propose the integration of active learning in the educational process, which
would also encourage student participation.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Gamified Interventions in Teaching Forecasting</title>
        <p>
          The use of business simulation gaming and business games as educational tools in
Business Schools has a long tradition and has undergone a rapid evolution, helped by
advances in technology [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. The complexity of these business games varies in accordance
with their objectives and their application fields (for example marketing [
          <xref ref-type="bibr" rid="ref43">43</xref>
          ], strategic
management [
          <xref ref-type="bibr" rid="ref44">44</xref>
          ] and others), which may contain tasks or modules on forecasting, due
to the multidisciplinary nature of forecasting. However, this study focuses only on the
teaching of forecasting principles via simple gamified exercises, and on gamification
in terms of design activities or systems, usually including game mechanics [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] in a
non-game context [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], in order to influence user behavior as games do [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ].
        </p>
        <p>
          Forecasting mixed with gamification elements has also been used in order to
increase learning outcomes in other courses. One simple game, called FREDCAST, has
been designed and published as an effective pedagogical strategy, applying experiential
learning to the teaching of forecasting in macroeconomics [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. Buckley and Doyle [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]
have shown that the use of gamified interventions in Taxation Theory and Practice, in
which students are required to forecast the value of the national budget using
gamified learning interventions, has had a positive impact. However, they argue that special
care must be taken when designing gamified activities in order to improve learning
outcomes, and emphasize the need for more empirical results. Prediction Markets have
also employed gamification elements [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] in an educational context, providing further
evidence for the relationship between different types of learners and student
participation in these gamified learning interventions.
        </p>
        <p>
          In the context of forecasting courses mainly at the undergraduate level, some
active learning exercises and the use of customized-software have been proposed [
          <xref ref-type="bibr" rid="ref39">39</xref>
          ] in
order to improve learning outcomes. The majority of these studies use real data and
spreadsheets for data analysis and forecasting, which are in keeping with forecasting
principles. Basketball scores time series have been used as real data in in-class
exercises, in order to encourage students to learn the importance of forecasting topics such
as accuracy and biases [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. Similarly, spreadsheets have been used effectively in
teaching basic forecasting concepts in non-classroom-based exercises to make students feel
that they are applying their learning in a real-life environment [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Additionally,
Craighead [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] increased students’ interest via in-class exercises which used virtual darts and
kept score in order to introduce time-series forecasting. Another approach is the design
and implementation of gamified exercises that aim to teach different aspects of
forecasting. The use of ”Beat the instructor” in-class active learning exercises [
          <xref ref-type="bibr" rid="ref38">38</xref>
          ], which
included the use of spreadsheets and created competition between the students and the
educator as well as the promise of a reward, increased student interest in the lectures.
Moreover, three gamified implementations have been used and assessed in a forecasting
course using controlled experimental research with positive results regarding learning
outcomes, using a sample composed of students from the School of Electrical and
Computer Engineering at the National Technical University of Athens, Greece [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. These
implementations will also be referred to in this study. Gamification, under proper
design guidelines and conditions, and with proper implementation, can successfully
address the need to increase student motivation. However, in order to substantiate this,
more controlled experimental research is needed, as numerous reviews of the effects of
gamification in an educational context have noted [
          <xref ref-type="bibr" rid="ref23 ref25 ref34 ref37">37, 23, 34, 25</xref>
          ].
3
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Description of Gamified Implementations</title>
      <p>
        According to literature reviews [
        <xref ref-type="bibr" rid="ref23 ref37">23, 37</xref>
        ], the investigation into the impact of
gamification in education using controlled experimental research with large samples is limited.
As previously indicated, forecasting techniques courses are an educational field which
needs to motivate and encourage students, and therefore these courses provide the
appropriate context within which to explore the impact of gamified strategies on learning
outcomes using simple gamified exercises. Consequently, this study aims to examine
the impact of pre-existing gamified implementations on forecasting topics, and to record
the learning outcomes, using a sample of undergraduate students of Business
Administration Department in the School of Business and Economics of the University of
Thessaly, in order to extend the research conclusions of the study by Legaki et al. [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
More precisely, we employed the pre-existing web-based platform F-LauReL xp [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ],
which embodies three gamified web-based applications named: Horses for Courses,
JudgeIt and Metrics To Escape. We chose these gamified applications because each of
them is designed according to gamification design principles [
        <xref ref-type="bibr" rid="ref22 ref33 ref45">45, 33, 22</xref>
        ].
      </p>
      <p>Furthermore, these applications were designed and developed as simple gamified
implementations exclusively in order to support the teaching process regarding
statistical, judgmental forecasting and forecasting accuracy. There is no need for either
instructors or students to prepare, initialize the systems or install any additional software,
note that a free-unity plugin browser is required for Metrics to Escape, since these
applications have a user-friendly interface and are easily accessible with the simple use
of a browser. Other reasons for this choice of F-LauReLxp platform, are that its
components, more specifically these three gamified applications, are web-based, publicly
available, and can be used by following the on-line manuals. Hence, these applications
can be easily used as a simple complementary in-class activity during a forecasting
course, in order to teach specific statistical, judgmental and forecasting accuracy topics.
Additionally the impact of these gamification strategies on student learning in schools
with business or engineering majors can be investigated through these applications. The
methods, data and the experiments are described further on.
3.1</p>
      <sec id="sec-3-1">
        <title>Gamified Implementations</title>
        <p>F-LauReLxp is a web-based platform, which aspires to be a complementary educational
tool when teaching forecasting. It is a modular platform that can host multiple gamified
applications which meet specific criteria, however up to now it is composed of three
gamified strategies. They are the following:</p>
        <p>
          Horses for Courses is a gamified application which aims to teach the application
of the ”Method Selection” protocol for fast moving and intermittent demand time
series [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]. Participants have to first identify components and decision strategies for the
real data time series they are presented with. Then in order to gain points, they have to
choose the most suitable forecasting method on a case-by-case basis, having consulted
the ”Method Selection” protocol [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]. The aim is to gain a high rank in the final
leaderboard. The gamification elements which are integrated in this app are: points, levels,
challenges and the leaderboard.
        </p>
        <p>
          JudgeIt aims to disseminate heuristics and biases that affect judgmental
forecasting [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ]. This gamified application contains animated videos, comics and a playful
storyline, which all relate to some of the experiments presented in the respective paper.
Participants are challenged to identify what kind of bias is hidden behind each of the
illustrated experiments. The gamification elements integrated here are: points, levels,
challenges, a meaningful story, and the leaderboard.
        </p>
        <p>
          Metrics To Escape deals with the advantages and disadvantages of forecasting
accuracy metrics. It aims to teach the usefulness of a new standard accuracy measure [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]
named Mean Absolute Scaled Error (MAsE). To gain points, participants are asked to
choose characteristics of different metrics and select the most appropriate metric in
specific circumstances. The gamification elements integrated here are: points, levels,
challenges, a leaderboard, a meaningful story and a time constraint.
3.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Participants</title>
        <p>The experiments were conducted during the fall semester of 2018 in the Business
Administration Department of the School of Business and Economics, at the University of
Thessaly, in the context of an Information Systems course. The Business Administration
Department’s curriculum contains forecasting topics whithin an Operational Research
course. Our sample consists of 243 participants, who all have the same educational
background and are first-year undergraduate students. Not all students participated in
all experiments since their participation was only mandatory in order to successfully
complete one laboratory exercise rather than the whole course, and there were no other
incentives for them to take part in the experiments.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Experimental Design</title>
        <p>
          The experimental design was based on the instructions of [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ], where the gamified
implementations were firstly assessed. Additionally, the design was followed strictly
for all experiments. Three experiments were conducted, one for each of the respective
gamified implementations, Horses for Courses, JudgeIt and Metrics to Escape; each one
was linked to the respective forecasting topics: statistical, judgmental and forecasting
accuracy. More precisely, apart from the paper related to the forecasting topic, a set of
presentation slides, which explained the respective paper, a gamified application and a
questionnaire, which aimed to test students’ comprehension were needed for conducting
each experiment.
        </p>
        <p>Initially, all students attended a 15-minute lecture, during which the main
conclusions of the respective research were explained. Then, they were randomly assigned to
one of the groups: Control, Read, Play and Read&amp;Play. Each group had 15 minutes
to complete the tasks they were assigned. More precisely, the Control Group did not
have any additional responsibility, the Read Group had to study the paper, related to the
examining forecasting topic for another 15 minutes, and the Play Group had to be
navigated through all the levels in the respective gamified application (named hereafter as
play task) for the same time frame of 15 minutes. The Read&amp;Play Group, had 30
minutes to accomplish the reading task and then the play task. Finally, all groups, including
treatment groups and the Control Group, had to complete the on-line evaluation form,
in which they were required to answer 30 equivalent questions, about the findings
discussed in the initial lecture. This study focuses on the assessment of the questionnaire
in order to show the impact of these gamification strategies on learning outcomes in
different settings. These settings include the comparison or combination of traditional
learning methods such as reading or attending a lecture, with gamification. For the
analysis to be beneficial, each task has to have the same time duration. However, the fact
that the groups did not have the same time for completing their assigned tasks, places
limitations that should be acknowledged.</p>
        <p>
          For instance, students who participated in the JudgeIt experiment attended a lecture,
where the topic of biases and heuristics was presented. The lecture was based on the
research by Tversky and Kanheman [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ] and was employing specific examples.
Students who had been randomly assigned to the Control Group had 15 minutes to fill the
evaluation form, which was composed of questions about the biases and three
heuristics that were discussed in the respective research, e.g.: ”Gambler’s fallacy is another
consequence of which heuristic?”. Students assigned to the treatment groups had to do
the respective tasks,i.e. read the paper [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ], navigate JudgeIt by identifying the kinds of
biases in the illustrated or animated examples, or do both, and then complete the
evaluation form. Student performance was assessed based on the questionnaire, in the context
of content comprehension, and it should not be confused with their game performance,
which is beyond the scope of this study. The same procedure was followed for all three
experiments, using the same time frames and treatment groups.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <p>Specifically, student performance on the evaluation form was calculated as the sum
of right answers of the respective questionnaire, normalized to a maximum of 100,
for each experiment. Results, along with summary statistics are presented in Table 1.
Additionally, the distribution of performances is illustrated in percentiles with a
boxplot diagram (see Fig. 1).</p>
      <p>Overall, the groups that experienced the gamified strategies achieved greater mean
values of performance than the other groups. More precisely, the Read&amp;Play Group,
which read the respective paper and used the gamified implementation, reached the
highest mean performance of 39.08 out of 100, which is significantly higher than all
the other groups. However, this treatment also featured the highest levels of deviation
in results (sd=13.41). The Play Group, which only experienced the gamified
implementations, had the second highest mean performance of 33.70 out of 100 (sd=12.55).
The Read Group follows, with a slightly lower mean performance of 32.18 out of 100
(sd=12.59). Finally, the Control Group had the lowest mean performance, 30.99 out
of 100, but also the lowest standard deviation (sd=10.35). Additionally, in order to
study the significant differences in the average scores of all groups’ performances and
given that the assumption of normality was violated, based on Shapiro-Wilk test on the
ANOVA residuals, we ran the non-parametric Kruskal-Wallis rank sum test. The null
hypothesis of equal differences is rejected (chi-squared= 13.101, df=3, p= 0.004 &lt;0.05)
and we could therefore establish significant differences between the groups.</p>
      <p>
        Finally, we gathered and divided the data of students’ performance on all the
gamified applications into two different and larger groups according to Legaki et al. [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
The first group, named ”nonGamified” is composed of the performances of students
who belonged to the Control Group and the Read Group, who did not experience a
gamified approach in each experiment. The second group, named ”Gamified” is
composed of the performances of students from the Play Group and the Play&amp;Read Group,
who experienced the gamified implementations. This strategy is justified since all the
gamified applications are designed according to the same guidelines, the experiments
were conducted in exactly the same laboratory conditions and the students have exactly
the same educational background. Fig. 2 depicts this alternative grouping of data. The
“nonGamified” group had an overall performance equal to 31.58 out of 100 (n=108,
sd=11.48) while the “Gamified” group’s overall performance was equal to 36.57 out of
100 (n=135, sd=13.25). Since the ANOVA test’s assumptions are violated, we ran the
Mann-Whitney U test, which is not parametric. By doing this, we are able to
demonstrate significant differences in the students’ performance within the non-gamified and
gamified conditions (W= 59049, p &lt;0.001).
      </p>
      <p>Students’ Performance non experienced Gamification vs experienced Gamification
100
75</p>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>
        This study presents the results of the application of three pre-existing gamified
implementations versus traditional teaching methods, using control and treatment groups,
in teaching forecasting in a Business Administration Department class in the School of
Business and Economics of the University of Thessaly. Since these gamified
implementations (Horses for Courses, JudgeIt and Metrics to Escape) have already been used in
a sample composed of students in the School of Electrical and Computer Engineering
at the National Technical University of Athens, Greece, we strictly followed the same
experimental design. The aim of this study is to examine the impact of these specific
gamification strategies on learning outcomes and to make a preliminary comparison
between these results and previous findings using the same gamification implementations
in different samples. Our results show that gamification may improve student
performance in the aforementioned Business School by up to 15.80%, taking into account
their average scores and comparing them to traditional teaching methods under certain
conditions. The results are not in full accordance with previous findings [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], where
the use of the same gamified applications in the School of Electrical and Computer
Engineering at the National Technical University of Athens delivered an improvement
in student performance of almost 34%. Nevertheless, in both schools, gamification did
improve students’ performance, under the described certain conditions, in agreement
with relative literature [
        <xref ref-type="bibr" rid="ref23 ref37">23, 37</xref>
        ].
      </p>
      <p>
        Overall, while these gamified strategies have a positive impact on learning outcomes
for both Engineering and Business School students, some limitations should be
acknowledged in relation to the results of this study and the design of the experiments.
The results demonstrate that gamification can positively influence the students’
learning outcomes. However, performances of all groups were compared directly, focusing
on the assessment of questions in assessment groups, even though the treatments did
not have the same duration, as tasks had. Moreover, it is worth noting that the overall
performances of students, discussed in this study are lower than those of engineering
students. This is probably a result of the fact that students are at an earlier stage in their
studies. Additionally, another possible limitation which should be taken into account, is
that there is a marked difference in incentives between the students from two schools;
in this study, students participated in terms of a mandatory laboratory exercise instead
of having grade as incentive as in the research of [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
      </p>
      <p>Our study positions gamification as a useful educational tool in teaching forecasting
to students in different majors under the discussed circumstances, but also
acknowledges its limitations. In terms of further work, a detailed quantitative analysis of this
data in comparison with published data from previous experimental research is
encouraged, in order to arrive at more robust conclusions. Since gamification literature
suffers from a lack of research conducted in a controlled experimental environment, a
wide sample, composed of a broad spectrum of students from different backgrounds,
educational levels and practitioners, would be of great assistance in order to compare
gamification’s impact on different populations. Such a form of research would be
beneficial to both students and educators, and help them learn and teach forecasting methods
more effectively. Last but not least, the design and the implementation of other gamified
applications which could be embodied in F-LauReLxp and deal with other forecasting
topics, might further enhance the scope of the research and further refine its findings.</p>
    </sec>
  </body>
  <back>
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