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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamification in statistics education: A literature review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nikoletta Zampeta Legaki</string-name>
          <email>zampeta.legaki@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juho Hamari</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Gamification Group, Tampere University</institution>
          ,
          <addr-line>Kalevantie 4, 33100 Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>1</fpage>
      <lpage>3</lpage>
      <abstract>
        <p>Today, the rapid growth of publicly available data reinforces the need for public understanding of statistics and data interpretation. These skills are important for data-based decision making at individual-level or even at societallevel. However, statistics have been accused as a complex educational topic. In the meantime, although gamification notes positive outcomes in education, regarding students' engagement, statistical literacy is sparsely mentioned as an examining context in the respective literature. This study makes the picture more coherent, conducting a review about the adoption of gamification in statistical literacy (N=257 studies). In general, the results are in favor of the use of gamification in statistics education. The few mentioned negative outcomes warn for further attention on its design and integration. Besides having a variety of statistical topics mentioned, lifelong learning is slightly investigated. Only half of the reviewed body of the literature presents empirical data, and narrative and board games are mainly used. Further research is proposed about the design of gamification, touching more topics of statistics and examining various motivational affordances, especially in lifelong learning.</p>
      </abstract>
      <kwd-group>
        <kwd>Education</kwd>
        <kwd>Data Literacy</kwd>
        <kwd>Statistics</kwd>
        <kwd>Gamification</kwd>
        <kwd>Forecasting</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        The information age that we live in, is characterized by an exponential growth of
production, storage and analysis of data. Data can provide useful insights in terms of
decision-making and raise social awareness by providing a data-based worldview.
Consequently, citizens need to be engaged in data interpretation and basic statistics skills. In
this context, the dissemination of statistical literacy is a challenge for teachers,
researchers and practitioners [
        <xref ref-type="bibr" rid="ref61">61</xref>
        ]. Statistical literacy, based on the research of [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], refers to the
interpretation, evaluation and further communication of received statistical or
databased information. Therefore, it is interwoven with statistics education. On top of that,
the importance of predictive analytics renders forecasting education crucial in business
environments and economic curriculum [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]. However, both statistics and forecasting
topics, remain onerous subjects even for students in the respective majors, due to their
complexity [
        <xref ref-type="bibr" rid="ref2 ref63">63, 2</xref>
        ].
      </p>
      <p>
        Gamification is defined as the integration of motivational affordances into services
to create gameful experience [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. It is increasingly used in education, with mainly
reported positive results [
        <xref ref-type="bibr" rid="ref30 ref37 ref54 ref59">54, 59, 37, 30</xref>
        ]. A lot of educational gamifed applications are
widely used inside and outside of universities, in various educational levels and subjects
[
        <xref ref-type="bibr" rid="ref59">59</xref>
        ]. Statistics education is not an exception. Recently, a few initiatives which intend
to raise people's awareness about its scientific and social aspects have arisen[
        <xref ref-type="bibr" rid="ref51">51</xref>
        ].
However, there are no guidelines regarding the effective integration of gamification in
statistics education.
      </p>
      <p>In this study, we aim to review and synthesize the literature that uses gamification
in education of statistics, forecasting and data literacy regarding the taught subjects, the
educational level, the used motivational affordances, and the target audience. Based on
the behavioral and psychological outcomes, this study identifies gaps in literature,
giving further recommendations in order to support public engagement in the important
topic of statistics, data literacy and forecasting education.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Review process</title>
      <p>
        Our study follows the guidelines for an effective literature review [
        <xref ref-type="bibr" rid="ref46 ref64">64, 46</xref>
        ]. We identify
the purpose of our review, which is to investigate the outcomes of the use of
gamification in education of statistics, along with taught subject, target audience and propose
further recommendations. The steps of our methodology are illustrated in Fig.1.
2.1
      </p>
      <sec id="sec-2-1">
        <title>Search terms and databases used</title>
        <p>The literature searches were conducted in the Scopus database and in the Association
for Information Systems (AIS) Electronic Library. We chose these databases, because
they index context of thousands publishers including rigorous databases, namely: IEEE,
ACM and Springer. The search for literature in the Scopus database was conducted
using the following search query: TITLE-ABS-KEY (((((predict*) OR (forecast*) OR
(statistic*) OR (data)) W/1 (education OR literacy OR teaching OR (learn* W/3
outcome) OR (learn* W/3 student) OR ("learning effect") OR ("learning result*") OR
("learning objectives") OR ("learning aim") OR ("learning goals"))) AND (((game) OR
(gamif*))))).</p>
        <p>This search is composed of three main parts. Since this review focuses on statistics
and forecasting education, firstly, we framed the specific context using the terms:
“predict*, forecast*, statistic*, data” in combination with terms relevant to the educational
process. Secondly, the part “game” OR “gamif*” was used to include games,
gamebased learning and gamification. Finally, the search fields were defined as title, abstract
and keywords. The search was limited to English and to conference papers, articles,
articles in papers, reviews and book chapters. We followed a similar procedure in the
AISeL database.</p>
        <p>The literature search was conducted on 10/2019 and resulted in a total of 257 papers.
Applying the inclusion and exclusion criteria (section 2.2), upon titles and abstracts, we
concluded to 61 candidate papers. Finally, going through the full papers and applying
the same criteria, we concluded to a set of 49 papers (articles: 55.10%, book chapters:
4.08%, conference papers: 44.90%). There is an increase in published papers, during
the last years and the list of all papers is available: https://tinyurl.com/y4agt26z.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Selection criteria</title>
        <p>
          The inclusion criteria should reflect the purpose of this study in order to conclude to
the appropriate studies. Thus, the reviewed papers had to: (i) describe a game, a
gamified activity, or motivational affordances in the educational context relative to statistics
or forecasting or data literacy (ii) contribute to this educational field (iii) include an
abstract. In addition, we excluded papers which aim to improve forecasting accuracy in
terms of machine learning algorithms or games' score predictions in sports, without any
educational contribution. No further training was used, since the review screening was
conducted by one author.
Initially, our analysis focuses on the current state of the art. We present the specific
subjects of courses, the respective target audience and the system used by the reviewed
studies, which mention gamification interventions. Then, the reported motivational
affordances and psychological and behavioral outcomes are identified and presented.
Finally, the reviewed studies are categorized based on their reported impact. In the
following analysis, we use bold to indicate the highest value, and italic for the second
highest. Furthermore, for the sake of consistency, we use the same terminology as the
research of [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ].
3.1
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Subject of statistics and system types employed</title>
        <p>
          Teachers in a various subjects of statistics have used gamification to equip their
audience with proper statistical background, as presented in Table 1. Gamification has been
mainly used in introductory statistics courses, probably aiming to motivate students,
due to the complexity that these courses entail [
          <xref ref-type="bibr" rid="ref63">63</xref>
          ]. The broad target audience and the
various core systems used, show gamification's flexibility in the educational process.
Most of the reviewed studies have employed an exclusively developed system
embodying multiple motivational affordances with narrative/storytelling and full game (board
or serious game) being the most commonly reported, according to Table 2. More recent
studies tend to use points and a leaderboard in the gamified systems, which is in
accordance with literature [
          <xref ref-type="bibr" rid="ref30 ref37">30, 37</xref>
          ]. However, only few studies explicitly described the
reasons for using the respective motivational affordances.
        </p>
        <p>
          Table 2 demonstrates the examined outcomes, based on reviewed studies. The
psychological outcomes regarding the perceived effect of gamified experience on
participants are examined [
          <xref ref-type="bibr" rid="ref21 ref30 ref37">30, 21, 37</xref>
          ], but are rarely supported by a quantitative analysis.
3.3
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>Results by type of studies</title>
        <p>
          Table 3 lists the analysis methods of reviewed studies based on their results' frequency.
The majority of them –solution, experience and validation papers [
          <xref ref-type="bibr" rid="ref49 ref59">49, 59</xref>
          ] – does not
present strong empirical data. However, few of them demonstrate preliminary results
or the authors’ experiences as outcomes. Empirical researches are mostly in favor of
the use of gamification in statistics education. Noticeably, the reported negative
oriented empirical researches indicate that gamification needs cautious design in order to
be effectively used [
          <xref ref-type="bibr" rid="ref17 ref22 ref8">17, 8, 22</xref>
          ].
The majority of the reviewed studies is positively oriented about the integration of
gamification into statistics education, which is in accordance to research literature [
          <xref ref-type="bibr" rid="ref30 ref34 ref37">30, 37,
34</xref>
          ]. In secondary education, a physical equipment or a board game have been mainly
used in order to teach introductory statistics and data representation. The majority of
gamified interventions has been noted in higher education, touching all of the
mentioned subjects of statistics (see Table 1) and especially the strongly data-related
subjects such as: data science, data analytics and forecasting. Although exclusively
designed systems have been employed in these cases, there is no strong justification and
common evaluation regarding the motivational affordances used and only half of the
reviewed studies present empirical data [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]. On the other hand, lifelong learning of
statistics has barely integrated gamification, using mainly courses with/out online
support, about more advanced subjects (i.e. forecasting).
        </p>
        <p>
          A variety of motivational affordances has been used in many subjects of statistics,
ranging from introductory to advanced topics [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ]. Nevertheless, the
narrative/storytelling is the most popular affordances for teaching mainly basic statistics and data
analytics topics. While a lot of different core systems have been employed to integrate the
narrative context, exclusively developed systems are mainly reported. Full games and
board games are the next commonly used motivational affordances. However, a few
negative or mixed oriented studies mentioned these motivational affordances regarding
the physiological outcomes (affective of systems and psychological traits) [
          <xref ref-type="bibr" rid="ref22 ref8">22, 8</xref>
          ]. This
fact can be considered as a warning for cautious gamification design in statistics
education, even though there is no consistency in the mentioned measure instruments [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ].
        </p>
        <p>
          Overall, based on the frequency of the examined variables –motivational
affordances, core systems, subjects, target audience– along with the reported outcomes,
gamification is gaining a stronger position in the field of statistics education. Not only
most of the studies present positive outcomes, but also the variety of the used
motivational affordances is spread in a plethora of systems and subjects of statistics, even in
the most complex topics. These findings are encouraging for the use of gamification in
statistics education, as it seems to have the potential to motivate a wide audience
regarding this topic, promoting a data-based worldview [
          <xref ref-type="bibr" rid="ref51">51</xref>
          ], and eventually improving
decision-making process even at societal-level.
        </p>
        <p>
          Based on our analysis, a few gaps have been identified, giving direction for further
research in the design of gamification, and the target audience. Since statistical literacy
is necessary in order to interpret the data and get useful insights, gamification research
should further employ and evaluate the use of gamification strategies, through
controlled experimental research method (i.e. achievement-related affordances, which have
been mostly used in education with great results [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ]). Additionally, consistency in the
evaluation of the impact of gamification according to both behavioral and
psychological outcomes, would straighten the creation of design guidelines. Considering the
extensive use of exclusively developed applications and the trend to create freeware, the
need for effective design guidelines per subject taught and target audience is crucial. In
this direction, more empirical research should be conducted. Especially, further
research should focus on the field of lifelong learning, by integrating a variety of
motivational affordances into all the subjects of statistics, ranging from basic statistics up to
more advanced topics (forecasting, machine learning), in order to achieve social
awareness, regarding data-based social facts and trends [
          <xref ref-type="bibr" rid="ref51">51</xref>
          ].
4.1
        </p>
      </sec>
      <sec id="sec-2-5">
        <title>Limitations</title>
        <p>Although, the present study follows guidelines for a systematic literature review, the
backward and forward step would benefit it. Our results are limited to the specific
searches. However, this study focuses on the effectiveness of gamification in teaching
statistics in a multidisciplinary ground and not generally on the use of gamification in
education.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Acknowledgements</title>
      <p>This project has received funding from the European Union's Horizon 2020
research and innovation program under the Marie Sklodowska-Curie grant
agreement ID 840809.</p>
    </sec>
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