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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Hawaii Int. Conf. Syst. Sci., no.
Hicss, pp.</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1145/2724660.2724665</article-id>
      <title-group>
        <article-title>Izabella Jedela, Adam Palmquistb, Robin Munkvolda, Ole Goethea, Hrafnhildur Jonasdottira, Erik Olssona</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Adult education</institution>
          ,
          <addr-line>Distance education, Engagement, Gamification, Game elements, MOOC, Online education</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Nord University</institution>
          ,
          <addr-line>Universitetsalléen 11, 8026, Bodø</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Gothenburg</institution>
          ,
          <addr-line>Forskningsgången 6, 417 56, Gothenburg</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>1298</year>
      </pub-date>
      <volume>1307</volume>
      <abstract>
        <p>In experimental study with 1780 adults who participated in distance education, it was shown that gamification did not have an effect on performance, drop-out rate and pass-rate compared to a control group. Although no effect was shown, descriptive survey data suggests that the students were positive towards having similar gamification in other courses and would likely recommend the course due to the design. While previous research on gamification in online education indicates that gamification can have a positive effect, gamification researchers highlight the importance of context and design for successful implementations. The present study supports the need for context considerations and psychological design in gamifying online education. Furthermore, the present study highlights the need for a more nuanced understanding of engagement measures in gamification research and for more practical frameworks regarding the successful application of gamification in online education.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The production industry is currently going
through a transformation in which
digitalization, manufacturing and automation
are in focus. Educational institutions are
expected to provide accurate skills demanded
by the industry. However, the size of the
workforce and the rapid transformation renders
traditional campus courses ineffective [1]. One
problematic aspect with online education is low
completion rates and as a consequence high
drop-out rate. The completion rate for most
MOOCs (Massive Open Online Courses) is
below 13% [2] and at educational institutions,
the drop-out is estimated to be up to seven times
higher in online courses than campus courses
[2]. Previous literature has suggested
gamification as a means to increase student
performance and engagement [3, 4, 5]
Gamification has been defined as the use of
game elements in a non-game context [6], and
focuses on creating gameful experience to
[7]. In
education, the most common game elements
used are points, badges and leaderboards (PBL)
[3, 8]. However, the success of gamification is
debated. While studies in academic settings
show positive outcomes of gamification [9],
many researchers also highlight the need for
contextual considerations and good design
practices [9, 10]. It has been suggested that
simply applying game elements in education
should not be expected to lead to desired results
[12]. Instead careful consideration should be
made to each game element and its intended
effects on students [10].</p>
      <p>This study presents an experimental
industry case in which students in several
different online courses for adults were
randomly divided into either a group with a
gamified learning management system (LMS)
or the same non-gamified LMS to measure the
effect of gamification on drop-out rate,
passrate and performance.</p>
      <p>Students have expressed interest for
gamification in online learning environments.
In a survey conducted with over 500
participants to measure students' expectations
of MOOCs, approximately a third expressed a
desire for more developed gamification
elements within MOOCs [13]. Furthermore, in
previous research it has been suggested that
gamification can increase engagement and
performance for students in online education as
well as lower drop-out rates. Khalil et al. [14]
found that of 10 previous studies that measured
motivation and engagement effects of
gamification in MOOCs, nine found a positive
effect and one found a partially positive effect.
In a more recent literature review, Rohan et al.
[15] found that of the 26 studies reviewed, 11
reported positive findings, five partially
positive findings and that no tests had been
conducted in the remaining 10 studies.
Similarly, to Khalil et al. [14] no studies were
found that did not demonstrate a complete lack
of effects. Aparicio et al. [16] suggests that
using gamification in MOOCs can increase
engagement and participation in learning
contexts, and that the success of gamification
can be measured through engagement. Aparicio
et al. [16] further implies that the presence of
game elements positively affects MOOC usage,
and that gamification is a decisive factor in the
success of MOOCs. De Freitas &amp; da Silva [17]
found a general increase in participation and
retention on gamified MOOCs in a review of 22
papers. In another systematic review of 15
studies Looyestyn et al. [18] measured the
effect of gamification in online programs. 12 of
15 studies showed that gamification could be
useful to increase end-user engagement [18].</p>
      <p>Despite the positive effects proposed in
previous research, the effect of gamification
implementations in online education has been
subjected to scientific scrutiny. The implication
of study design, gamification design and
contextual factors is a common theme
discussed. Rohan et al. [15] note that some of
sample sizes in the studies reviewed were small
and that the studies focused on specific learner
types or subjects, making the results less
generalizable. Looyestyn et al. [18] state that
although the majority of studies reviewed
concluded that gamification is effective for
increasing engagement in online programs,
there is a need to determine how to better
achieve sustained engagement. An et al. [19]
addressed several barriers related to the
gamification of MOOCs, specifically
mentioning lack of time, limited knowledge,
lack of funding, lack of fit between
gamification and the course content, concerns
,
and concerns regarding negative effects of
gamification [19].</p>
      <p>In another literature review of 61 articles
concerning gamification in distance education,
Antonaci et al. [20] showed that gamification in
the different studies is not coherent regarding
design, implementation, or outcome. A vital
aspect of a gamification design seems to be that
the context of the application is determined by
the aim of the gamified intervention, which in
distance education can differ from case to case
[20]. Therefore, Antonaci et al. [20] suggests
that each game element in a gamification design
should be carefully chosen for its contextual
purpose. However, the study concludes that the
selection, as well as design of the most
appropriate game elements are difficult to
determine. In addition, the authors conclude
that gamification, and its applications in
distance education, is still an undeveloped field
lacking rigorous empirical investigations [20].</p>
      <p>Several studies imply the importance of an
increased understanding of why users become
motivated by the gamification design. Khalil et
al. [14] highlight the need to empirically test
the effectiveness of gamification elements in
MOOCs based on theoretical and
multidisciplinary approaches. Similarly, De
Freitas &amp; da Silva [17] highlight that an
important premise for successful
implementation is the need for a theoretical
model that relates game elements to their
specific learning outcomes. In addition, De
Freitas &amp; da Silva [17] argue that, based on
selfdetermination theory, intrinsic motivation
should be a central to the design since elements
that support extrinsic motivation are less
effective, and can, in fact, reduces intrinsic
motivation, leading to negative motivational
effects [17]. Borrás-Gené et al. [21] found that
students who had more fun were more likely to
complete MOOC classes and that social aspects
seemed to have a positive effect on engagement
and completion rates. Romero-Rodríguez et al.
[22] found that incorporating gamification in
MOOCs by the means of competition increased
social interaction through intrinsic motivation.
Furthermore, Krause et al. [23] found that a
social based gamification design in a MOOC
was more successful than a less social design.</p>
      <p>The present study responds to the
discrepancy addressed in previous literature
reviews between empirical findings and
theoretical discussions on the importance of
context and design considerations. By studying
an industry experiment in which gamification
was applied, this study aims to understand the
potential effect of gamification in distance
education. Compared to previous studies, in
which sample sizes have been small and
gamification has been course specific [15], the
present case includes a large sample size
(n=1780) with the same gamification design
applied to several courses. The case involves a
school that implemented gamification in
several courses and in different subjects, with
the aim to increase completion rates and
decrease drop-out rates. The following research
questions are explored:</p>
    </sec>
    <sec id="sec-2">
      <title>RQ1: Does gamification increase</title>
      <p>student performance in an
onlinelearning environment?
RQ2: Does gamification have an effect
on student drop-out rate in an
onlinelearning environment?
RQ3: Does gamification have an effect
on student pass rate in an
onlinelearning environment?</p>
      <p>In the present experimental case study,
gamification was applied to an LMS that
provided upper secondary courses and
programs for adults through distance education.
The teaching method in the LMS differed from
regular MOOCs by being teacher-driven with
instructions taking place in the LMS, similar to
an analog classroom. Lectures held by teachers
ran several times a day and adult learners were
expected to study in the LMS in which at least
one teacher was present for student support
during the workday. Course material (e.g.,
presentations, recorded video lectures, articles)
was available in the LMS at all times.</p>
      <p>Students who attended courses in the LMS
during one semester (n=1780) were
automatically and randomly assigned to the
gamification condition (n=909) or a control
group (n=871). The students in both conditions
ranged in age from 17 to 69 (M=27.29,
SD=7.619), 59.7% (n=1062) where women and
40.3% where men (n=718). The courses
consisted of 19 different 5-week distance
courses in English, History, and Mathematics.
All courses had varying educational levels and
used both physical and digital learning
material. The gamified condition and control
condition were identical apart from several
game elements being included in the gamified
condition. For ethical purposes the students had
the option to turn off the game elements and
continue the course without the elements
present. The students who had switched off
gamification were excluded from the analysis.
In the following parts, the gamification
condition is first presented, and the data
analysis is later described.</p>
      <p>Gamification was implemented through a
project done in collaboration between the LMS
provider and a gamification studio. To identify
gamification design
an initial workshop was conducted. In the
workshop, two teachers, one educational
leader, the LMS product owner, and three
developers, partook from the LMS enterprise.
A gamification designer from the gamification
studio organized the workshop to collect
information about the courses, the students and
the intended outcome of the gamification
implementation. The design workshop took
approximately four hours and was outlined as a
modified version of the UX-design workshop
portrayed by the Nielsen and Norman Group. In
the design workshop, the gamification designer
conducted several brainstorming exercises with
the stakeholders regarding user demographics,
background, and personas. Furthermore, the
participating stakeholders' perceived notion of
their users' attitudes and perceptions towards
games in learning, study habits, and the digital
experience was explored. The gamification
designer asked questions concerning the
enterprise existing impediments in their present
value proposition and how they visualized
gamification could aid their predicaments. The
designer also explained why the enterprise
desired to implement gamification and
investigated how that intention corresponded
with the stakeholder's intentions. Lastly, it was
decided which performance indicator was
relevant to evaluate. The design workshop's
outcome was included in a gamification design
document functioning as a blueprint of the
upcoming gamification design and
implementation.</p>
      <p>The gamification designer who carried out
the gamification design workshops and
designed the gamification implementation, had
experience from operating in several fields such
as geosocial networking services, e-health
ecommerce, education, retraining, and human
resource management. The designer had a
background in information systems and
humancomputer interaction, has executed over 40
gamification implementations to various
extents - from smartphone applications to
operator workflow in production plants. The
designer had lectured on gamification in higher
education, private institutions, presented at
various gamification industry conferences, and
had been ranked in the top 20 most influential
thought leaders in gamification in several lists
over the last decade. S/he defined gamification
as a design practice within the user experience
(UX) discipline concerning behavior science
and motivational psychology as much as
games.</p>
      <p>The gamified platform included the
following game elements: mission,
accomplishments, experience points, level, a
progression board and notifications about
achieving experience points. Experience points
were gained for completing specific behaviors
included in missions and accomplishments
(Table 1) as well as for in other ways interacting
with the platform. The level was
shown in the top left-hand corner and when
pressing on the level icon the experience points
needed for reaching the next level were shown.
The progression board contained a timeline for
each week with stars for the activities to
complete. If the activities for the week were
completed, part of the timeline was marked as
green and if the activities for the week were not
fully completed, part of the timeline was
marked as red. Apart from the game elements,
the LMS, course design and learning
environment was identical for the control group
and the group with the gamified LMS.</p>
      <p>Individual data for each student consisting
of information on gender, age, final grade,
study-pace, course, subject and if the student
was in the gamification group or the control
group was provided by the LMS provider. The
final grade variable was divided into three
variables; performance, measured by the grade
achieved at the end of the course; pass-rate,
measured by the students who had achieved a
grade; and drop-out rate, measured by the
number of students who had discontinued the
course. In the performance variable, the
students could get the grade A, B, C, D, E, F or
II (insufficient information to set a grade), with
A being the highest grade (coded as 7) and II
being seen as the lowest grade (coded as 1). The
students who discontinued the course were not
included in the grade category. Drop-out rate
was coded as a binary variable of either
continuing the course (0) or discontinuing the
course (1). The pass-rate variable was defined
as the number of students from the start who
received a passing grade (A, B, C, D, or E) and
coded as either passing (1) or not passing (0) the
course. SPSS version 26 was used for running
all the tests.</p>
      <p>To answer research question one (RQ1), the
effect of gamification on student performance,
a Mann Whitney test was run with performance
as a dependent variable. Since the dependent
variable was ordinal, the corresponding
parametric test was not run. In answering
research question two and three, the effect that
gamification has on drop-out rate (RQ2) and
pass- -square tests
were run due to the dependent variables being
categorical. The alpha level to determine
significance was set to 0.05 in all of the tests
run.</p>
      <p>A voluntary user-survey was prepared and
distributed throughout the 19 courses that had
implemented gamification to complement the
quantitative data and to investigate the
gamified LMS. Only the students assigned to
the gamified LMS received the survey, of
which 321 answered. The survey was sent to the
students at the end of the courses. It included
demographic questions and questions about
how the gamification features in the LMS were
perceived. Of the students who answered the
survey, 63.6% were women, 34.9% were men,
and 1.6% defined themselves as other,
nonbinary, or did not want to disclose gender. The
respondents age ranged from 17 to 54 years (M
= 27.73, s = 7.83).
towards the gamification design were derived
would prefer further courses to have the same
LMS design (using elements such as Levels and
you would recommend the course to a friend
-Point response scale
was used, where one symbolized not at all
likely and ten symbolized very likely. The
survey was not the main focus for the study, but
instead used as complementary descriptive data
to understand the students perception of the
implementation.</p>
      <p>The research questions intended to
determine the effect of the gamification
implementation on student performance (RQ1),
drop-out rate (RQ2) and pass-rate (RQ3). In the
Mann Whitney test, run to determine if
gamification had an effect on performance
(RQ1), the student in the gamified condition
had a higher mean rank (538.69) compared to
the control group (525.9). However, the effect
on performance was not significant, U=144820,
z=0.738, p=0.461, r=0.0175. For research
question two, the chi-square test for measuring
drop-out rate showed that the gamification
implementation did not have a significant effect
on not dropping out of the course 2 (1) = 0.08,
p=0.783. Finally, the chi-square test for
measuring pass rate showed that the effect of
gamification on passing the course was not
significant 2 (1) = 0.05, p=0.944.</p>
      <p>The gamified and control condition slightly
varied in means regarding performance,
dropout-rate and pass-rate. However, none of the
tests run produced a significant difference
depending on the gamified or control condition
(Table 2). Due to the large sample size in the
gamified-condition (n=909) and in the control
group (n=871) together with the high p-values
in each test (Table 3), the results indicate that
gamification in the present case did not have an
effect on neither performance (RQ1), drop-out
rate (RQ2) nor pass-rate (RQ3) for the students
participating in the courses. Several follow-up
tests were conducted to determine if there were
any differences depending on gender, study
pace or subject. However, no significant
performance, pass-rate or drop-out-indicators
could be identified.</p>
      <p>Despite not seeing significant results for
performance, drop-out-rate and pass-rate, the
students reported positively toward wanting
other courses to incorporate the game elements
level and accomplishments (question 1) and to
recommending the course to others due to the
design (question 2). In both questions there was
a clear positive skew. In question one (Figure
1) the average answer was 8.36 with a clear
majority of the students (n=145, 45%) reporting
the highest answer. Similar to question one, in
question two (Figure 2), the average answer
was 8.09 with most students reporting the
highest answers (n=126, 36%).</p>
      <p>The results show that gamification did not
have a significant effect on performance,
dropout rate or continuation of courses in an online
learning environment for adult students
partaking in distance education. One limitation
in the research design is that the testing was not
performed in a controlled setting and that
The results of the study contradict previous
findings of positive effects on drop-out rate and
performance of gamification effects in online
education. Compared to the literature reviews
mentioned above, which found positive effects
of most gamification studies in MOOCs and
online education [7, 8, 17, 18], the present study
did not identify similar effects. This despite the
implementation development being supervised
by a designer with senior experience as well as
precautionary measures being employed in the
design process to understand the contextual
factors of the implementation. Compared to
other studies involving gamification in a more
controlled setting and with more course specific
design [15], this case involved a design that was
not adapted to a specific setting but was instead
expected to work due to the involvement of the
game elements in the course per sei. However,
the results showed that the gamification design
was not sufficient to produce the desired
outcomes, implicating the need for a greater
consideration to what makes gamification
work. In accordance with previous suggestions,
gamification does not work in itself but needs
to be designed in a mindful way from the user
perspective and involve an iterative design
process [26]. Instead of assuming that
gamification works simply by the application of
game elements, the inner workings of how the
user interacts with the system needs to be
central in the design process [27]. The results
from the present study indicates that this is true
for distance education as well.</p>
      <p>The reasons for the gamification
implementation not producing intended effects
in light of the context and design could be due
to several factors. To understand the
results with regards to previous research and
indications of positive effects in gamification
implementations, further implications are
derived from analyzing the structure of the
platform, and the gamification design as well as
how this differs from other studies. One of the
most prevalent differences was that
gamification was not only applied to several
courses but also adapted to the behaviors that
gamification could respond to on a general level
instead of a course specific level. Instead of
basing reward systems on the course progress
and positive behaviors that could help a student
in reaching his or her course goals,
activityrelated activities such as logging-in, visiting a
site and booking exams were included. No clear
connection could therefore be found between
completing accomplishments and missions and
progressing in level with the actual course
progress and performance in the course. This
could have occurred due to a high technological
focus compared to design focus in the
development process. Instead of asking: how
can the technology respond to design
considerations, the design seems to have been
derived from; how can the design respond to the
technological barriers? This is in line with the
time and funding barriers that have previously
been identified related to the gamification of
MOOCs [19]. Economic barriers, time
constraints and technological limitations are
often prevalent in an industry context with
limited resources making it difficult to put the
design efforts in center. Here, the gamification
system was limited to what the students
reported and did in the LMS, inhibiting linking
the gamification progress to course specific
progress. To realize and operationalize progress
connected to behaviors that could enhance
learning for students, the courses would need to
comprise of progress related activities that
could easily be tracked in the LMS. However,
this would have gone beyond the feasible
boundaries of the project.</p>
      <p>Another important distinction from previous
studies is that the teaching method in the LMS
was more similar to analog classrooms than to
regular MOOCs. I.e. the courses where
teachercentered with long lessons instead of including
interactive digital material. Gamification was
implemented without changing the teaching
style and the course format. A potential reason
for the change of course design not being
considered is the belief that the game elements
in themselves are motivating and drive
behavior, without considering the learning and
motivation theories behind them. As previous
studies have suggested, other fields related to
gamification should be considered in the design
of gamification implementation [14]. Whereas
research implementing gamification to study its
effect is often embedded in an academic context
with access to researchers from several fields,
the same is not necessarily true for gamification
practitioners. This was prevalent in the current
design where important aspects from
educational and motivational psychology were
not included. No underlying theory had been
used as a basis for the design. Neither could
specific psychological mechanisms that are
commonly used in gamification design be
identified in the design. As other research
suggests, the reason why game elements are
successful in games is due to the motivational
mechanism being triggered. For example,
Landers et al. [28] explains the success of
gamification through the application of
motivation theories such as self-determination
theory, operant conditioning, expectancy
theory and goal setting theory. Similarly,
Deterding [29] proposes that the success in
games is derived from achieving autonomy,
competence and relatedness as proposed by
self-determination theory, and that the success
of gamification lies in the application of the
same motivation mechanisms.</p>
      <p>When looking at the engagement measures
in the present study, without considering the
performance, pass-rate and drop-out measures,
one could falsely draw the conclusion that the
gamification implementation had been
successful and did not need to be optimized.
However, as seen in the results, the engagement
of students measured in their perception of the
gamification design does not guarantee that the
students were more likely to continue the
course nor more likely to learn more. These
results challenge the assumption made by
Aparicio et al. [16] suggesting that the success
of gamification can be measured through
engagement. Instead of viewing gamification as
a means to increase engagement towards the
LMS, further research needs to consider
engagement in terms of engagement towards
the course material and the subject being
learned. Even though students might appreciate
game elements [13], this does not imply that
gamification is successful in creating learning
engagement that leads to lower drop-out-rate
and higher performance and pass-rate.
Therefore, it is important for both researchers
and practitioners to clarify the main objective
with gamification implementations; to make the
course more appealing and make more students
want to join, or to create a gameful design that
engages and motivates students toward course
completion and higher performance. The
present case suggests that the latter requires
more from the design and implementation in
terms of course design, technological flexibility
and knowledge in the underlying motivational
mechanisms behind gamification.</p>
      <p>In line with Rohan et al. [15], we
recommend more studies to include large
sample sizes in order to determine reliable
results. There is also a need for more rigor in
the research design connected to gamification
in online education, where the effect of
gamification can be isolated. In reviewing
previous works several studies too hastily
attribute effects to gamification, i.e. in a study
conducted by Vaibhav and Gupta [30] it was
concluded that gamification increased
completion and pass-rate. However, the control
condition consisted of students accessing a
paper with the material whereas the gamified
condition consisted of students accessing an
online platform with game elements, making
the comparison not only about gamification but
also about analog compared to digital learning.
Another reason for the high number of positive
results presented previously, could be
publication bias, increasing the number of
studies showing positive effects of
gamification. To gain a reliable understanding
of gamification and its effects it is also
important to study and understand gamification
implementations that do not reach expected
outcomes. For the field of gamification to move
forward and become a successful learning tool
in online education, more studies are needed to
address and problematize why gamification
does not always work on an empirical level as
well. Finally, more practical frameworks for
how to successfully apply gamification in an
industry setting are needed, to broaden the field
of gamification beyond academia and create
successful implementations that lead to
intended effects.</p>
      <p>Contrary to previous studies in gamified
MOOCs and distance education, the present
study did not find an increased performance,
pass-rate and decrease of drop-rate when
gamification was implemented into an LMS for
adults participating in distance education. The
findings highlight that the design and context
are crucial to consider when implementing
gamification in industry settings. This calls for
more practical frameworks on how to apply
gamification and more empirical research that
questions the effect of gamification. Moreover,
this study found that students were positive to a
gamification implementation despite it not
leading to intended effects, which implies the
need for a more nuanced understanding of
engagement measures in gamification research.
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