<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>April</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>outcomes of virtual vs. in-person gamified workshops: A pre-post survey experiment</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Silvia Dopler</string-name>
          <email>silvia.dopler@fh-steyr.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Denise Beil</string-name>
          <email>denise.beil@fh-steyr.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lisa-Maria Putz-Egger</string-name>
          <email>lisa-maria.putz-egger@fh-steyr.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Applied Sciences Upper Austria</institution>
          ,
          <addr-line>Wehrgrabengasse 1-3, Steyr, 4400</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>1</volume>
      <fpage>8</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>In response to the COVID-19 pandemic, the use of gamification in education intensified as it allows for higher levels of participation in online environments, which can increase student motivation through greater interaction. However, there is little research on using the same gamification elements in different settings. Therefore, we explore the different cognitive learning outcomes of participants in virtual and in-person gamified workshops. We developed a gamified workshop concept on sustainable transport logistics that was used for virtual and inperson settings in Austria. To ensure the quality of our workshops, we have introduced a prepost experiment where learning effects are measured by a survey. The main findings show that gamification has proven to be a useful pedagogical strategy to achieve cognitive learning outcomes in in-person and virtual workshops. However, the cognitive learning outcome differs significantly between the participants of virtual vs. in-person gamified workshops. Our study shows that more attention needs to be paid to gamification in virtual vs. in-person settings to maximize the cognitive learning outcome of users with different demographic characteristics. Gamified workshops, gamification in education, cognitive learning outcome, pre-post-survey,</p>
      </abstract>
      <kwd-group>
        <kwd>educators to ensure quality of the teaching content</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>experiment, virtual vs. in-person</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        As a result of the COVID 19 pandemic,
education experienced significant interventions
and transformation. One of the most influential
adjustment was the replacement of in-person
teaching environments with virtual environments
due to lockdowns and limitations of personal
contact around the world [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Millions of students
were negatively affected by the restriction of
inperson interactions, leading to
mental health
consequences such
as despair, insecurity
or
anxiety [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. According to the United Nations more
than 87% of the global student population in 165
countries
were influenced
by the temporary
closure of educational institutions [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
The
transition to a virtual environment included
challenges such as a lack of preparation time for
      </p>
      <p>
        2023 Copyright for this paper by its authors. Use permitted under Creative
and a lack of technical infrastructure [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. While
technology
provides students
with
extensive
access to information and encourages the creation
and
sharing
of
knowledge, educators
were
required to identify
      </p>
      <p>
        ways to foster students’
motivation and engagement without in-person
interaction [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. It was necessary to develop
attractive
teaching
strategies
that
increase
students' motivation and engagement as well as
maximize their knowledge acquisition [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In
recent years, gamification has proven to be an
effective way to increase student motivation and
knowledge. It involves using game elements such
as points, badges, and leaderboards in a
nongaming
context to
      </p>
      <p>
        motivate students. [
        <xref ref-type="bibr" rid="ref7 ref8 ref9">7–9</xref>
        ].
      </p>
      <p>
        Several studies examined the effectiveness of
gamification in virtual environments before the
COVID 19 pandemic [
        <xref ref-type="bibr" rid="ref10 ref7 ref8">7, 8, 10</xref>
        ], which focused on
gamification in e-learning environments. During
the pandemic, [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] analyzed gamification in an
academic environment focusing on differences
between engineering and social science students.
Using a mixed methods approach, with qualitative
interviews and a quantitative survey, the authors
showed that gamification is a valuable
pedagogical strategy to increase student
engagement in an academic context. An important
finding of the study is that in virtual gamified
courses, teachers should encourage students to
turn on their cameras to foster collaboration.
Another study by [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] used gamification during
the pandemic to examine differences between a
gamified flipped course, a non-gamified online
flipped course, and a gamified traditional online
course. Contrary to the expectations on the impact
of gamification, students in the non-gamified
class performed significantly better than students
in the two gamified online classes. The authors
found that participation was affected due to poor
networking and communication in online classes.
In addition, they noted that technical support,
professional training for teachers, and
strengthening students' sense of belonging to their
classes are necessary to ensure quality of gamified
learning in virtual environments. Conversely, a
study by [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] using a quantitative survey of 140
primary and secondary school students discovered
that virtual gamification had a positive impact on
learner motivation and proposed that gamification
can be used as a method to achieve the United
Nations Sustainable Development Goal 4 of
ensuring quality education.
      </p>
      <p>
        The contrasting results of these papers
encourage further research on gamification in
virtual environments [
        <xref ref-type="bibr" rid="ref11 ref5 ref7">5, 7, 11</xref>
        ]. Thus, we set the
focus of this paper on investigating differences of
cognitive learning outcomes between virtual vs.
in-person gamified workshops. We evaluate the
performance of participants regarding knowledge
retention of facts. This kind of cognitive learning
outcome (CLO) is referred to as conceptual
knowledge [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. This study is guided by the
research question: What differences in cognitive
learning outcomes exist in virtual vs. in-person
gamified workshops?
      </p>
      <p>The structure of this paper is as follows:
Section 2 describes the theoretical background
that provides our hypotheses. Section 3 describes
the research methodology used for this study
including the gamified workshop design. The
results of the quantitative survey are presented in
Section 4. Section 5 provides the conclusions
drawn from our results and an outlook for future
research.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Theoretical background</title>
      <p>
        Previous research has demonstrated that
gamification is broadly used to design learning
environments that aim at positive experiences
such as a higher level of students’ learning and/or
motivation [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] as well as better knowledge
retention [
        <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
        ]. Findings from an experiment
that compares non-gamified and gamified groups
found that gamification yielded positive results
including an increase in class participation and
course success [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. One of the latest conducted
meta-analyses investigated the effects of
gamification on CLO and found a stable positive
impact in the reviewed studies [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Summarizing
the findings of earlier research, we propose that
gamification, in the context of a gamified
workshop, is an appropriate measure to increase
CLO in both, virtual and in-person settings.
Hence, we formulate the following hypotheses:
      </p>
      <p>H1: The CLO increased after attending a
gamified workshop.</p>
      <p>H1a: The CLO increased after attending an
inperson gamified workshop.</p>
      <p>H1b: The CLO increased after attending a
virtual gamified workshop.</p>
      <p>
        Numerous studies have demonstrated that
gamification is an effective tool to increase
student motivation [
        <xref ref-type="bibr" rid="ref7 ref8 ref9">7–9</xref>
        ]. Nonetheless, the impact
of gamification in online learning environments
remains controversial. Multiple studies have
identified motivational problems linked to
gamification in virtual settings, implying that
students may not be as engaged or motivated as
they would be in an in-person classroom setting
[
        <xref ref-type="bibr" rid="ref10 ref5 ref7 ref8">5, 7, 8, 10</xref>
        ]. As such, it is imperative to examine
whether gamification can effectively increase
learners' motivation, and therefore knowledge
retention, in online learning settings. Based on
this premise, we put forward the following
hypothesis:
      </p>
      <p>H2: The CLO is higher when attending a
gamified workshop in person than virtually.</p>
      <p>
        Our gamified workshop design is not targeted
at a certain age group and is used in various
settings, predominantly in schools for higher
education, vocational schools, and adult
education, resulting in a wide range of participant
age. Previous research on the effects of age on
CLO in gamification is inconsistent. Some
researchers have found that there tends to be a gap
in the adoption, motivation and learning effects of
gamification between different age groups [
        <xref ref-type="bibr" rid="ref18 ref19 ref20">18–
20</xref>
        ]. As the gamified workshop involves the use of
digital gamification applications (e.g., an
augmented reality app), it is important to explore
whether a virtual setting, in conjunction with
digital gamification components, produces
agerelated differences in CLO. Prior research has
identified digital components as potential barriers
for older participants, warranting a focus on
agerelated differences between the younger and older
generations [
        <xref ref-type="bibr" rid="ref18 ref19">18, 19</xref>
        ]. To test the effect of age on
the cognitive learning outcome, we differentiate
between digital natives referring to individuals
born into the digital age, and digital immigrants
who learned to use technology later in life [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
To delineate the terms digital natives and digital
immigrants, we follow existing research and
divide participants based on age. Specifically, we
define digital natives as individuals aged 17 to 24
belonging to the older cohort of Generation Z and
those up to 30 years old belonging to Generation
Y (born after 1991). By implication, digital
immigrants are participants over the age of 30 [
        <xref ref-type="bibr" rid="ref19 ref21 ref22 ref23">19,
21–23</xref>
        ]. Given the various ages of our workshop
participants and the use of digital game elements
in both workshop types, we evaluate CLO
regarding age as follows:
      </p>
      <p>H3: The level of CLO after attending the
gamified workshop differs between digital natives
and digital immigrants.</p>
      <p>H3a: The level of CLO differs between digital
natives and digital immigrants after in-person
gamified workshops.</p>
      <p>H3b: The level of CLO differs between digital
natives and digital immigrants after virtual
gamified workshops.</p>
      <p>
        Research studies on gender differences and
CLO show conflicting results. On the one hand it
is indicated by [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] that female students
outperform male students in terms of knowledge
gains. On the other hand [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] did not find
significant differences between genders. Another
study argues that discrepancies between genders
are converging [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Considering the conflicting
results concerning the moderating effect of gender
on CLO, we hypothesize no gender bias:
      </p>
      <p>H4: There are no differences in CLO after the
gamified workshops regarding genders.</p>
      <p>H4a: There are no differences in CLO after
attending the gamified workshops in person.</p>
      <p>H4a: There are no differences in CLO after
attending the gamified workshops virtually.</p>
    </sec>
    <sec id="sec-4">
      <title>3. Methodology</title>
    </sec>
    <sec id="sec-5">
      <title>3.1. Gamified workshop design</title>
      <p>
        The objective of the gamified workshops is to
educate the participants about sustainable
transport. This topic was chosen for its
appropriateness in evaluating the efficacy of
gamification in facilitating learning. Prior
research revealed a lack of knowledge among
individuals of diverse ages, genders, and
educational backgrounds regarding sustainable
transport [
        <xref ref-type="bibr" rid="ref27 ref28">27, 28</xref>
        ]. Moreover, it is a domain of
significance for scientific inquiry, as sustainable
transport has the potential to mitigate carbon
emissions and promote sustainable modes of
transportation according to the European Green
Deal goals [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
      </p>
      <p>
        The target audience originates from varying
educational levels, i.e., vocational schools or
higher educational institutions in Austria, and age
groups, ranging from students starting at the age
of 14 to participants of adult education programs.
To exclude the possibility of research bias, all
gamified workshops were held by the same
instructor group. The agenda and the gamified
elements are identical in both workshop types to
allow profound comparability. A detailed
schedule can be found in Table 1. Both workshop
types last 3.5 hours. The agenda items were
supported by various media and digital formats
using image-rich presentation slides for the
interactive lecture, the online quiz tool "Kahoot",
the publicly available augmented reality app
"Logistify" [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] and the adaptation of the game
"Activity" for logistics jobs.
      </p>
      <p>
        Reduced interpersonal interaction is the main
difference between the virtual and in-person
workshops, e.g., limited eye contact, leading to a
reduced possibility of checking the attention of
the participants. Since previous studies point out
motivational issues within online environments,
as stated by [
        <xref ref-type="bibr" rid="ref5 ref7">5, 7</xref>
        ], the participants were asked to
turn on their cameras during the virtual gamified
workshops as recommended by [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
3.2.
      </p>
    </sec>
    <sec id="sec-6">
      <title>Pre-post-survey experiment</title>
      <p>We studied the effect of gamified workshops
with quantitative methods using an experimental
study comparing virtual and in-person gamified
workshops. A one-group pre-test-post-test design
was used for this study. First, participants
completed a pre-test, then the treatment took place
through a virtual or in-person gamification
workshop, followed by the post-test. For both
measurements, we used an online questionnaire.
The structured questionnaire contained closed
questions on socio-demographic characteristics
and knowledge questions to measure performance
of the participants regarding CLO shown in Table
2. The answers of the respondents were evaluated
using a 7-point Likert scale. The CLO
measurement contains two multiple-choice
questions (CLO1, CLO2) with four possible
options and six single-choice questions with four
options (CLO3 to CLO8). Therefore, a maximum
score of 14 could be achieved.
3.3.</p>
    </sec>
    <sec id="sec-7">
      <title>Data set and analysis</title>
      <p>The 17 gamified workshops were conducted
between January 2021 and November 2022 in
Austria. In total, 428 questionnaires were
completed (233 pre-survey, 195 post-survey). For
the data analysis, the answers were transferred
into a data set. Data cleaning and transformation
were done using Microsoft Excel and the
statistical evaluation was done using Jamovi.
Table 3 shows the sample sizes per workshop type
and the drop-out quote. The drop-out in the virtual
workshop (29.1%) was remarkably higher than in
the in-person setting (8.8%). No categorical
differences between respondents and
nonrespondents were collected. We checked whether
the participants quit the survey at a specific
question. It showed that no specific question is
responsible for quitting.</p>
      <p>To assign pre- and post-answers for a single
person, the anonymous questionnaire asked for
the first three letters of the first name, the month
of birth and the age. In combination with the date
of the workshop attended, this results in an ID
code for the pairs of answers. Through this
procedure, the answers remain anonymous but
can be paired. First, a pivot table is set up based
on the distinction of pre and post answers. The
resulting table contains separate columns
(variables) for all CLO items in the pre- and
postsurvey (CLO1pre, CLO2post, …, CLO8pre, CLO8post)
with the achieved score as data values. A total
score was calculated as well resulting in the
variables CLOsumpre and CLOsumpost. The total
score variables are used to assess hypothesis 1 to
4. Additionally, we analyze the individual items
to determine in which parts of the gamified
workshop less or no knowledge is retained. As a
result, individual parts of the gamified workshop
can be specifically adapted in future.</p>
      <p>The next step was to group the answers
regarding the pair ID. This resulted in a table of
261 pre-post-pairs of answers (rows) and 22
variables (pair ID, gender, age group, workshop
type, 18 CLO variables). 167 participants
completed pre- and post-test both and 94
participants completed either pre- or post-test
which results in 28 missing pre-tests and 66
missing post-tests. As the tests were filled out
voluntarily by the participants, the missing values
can be attributed to three reasons: Arriving late,
leaving the workshop early or not being interested
in participating in the evaluation.</p>
      <p>
        To test significance levels, we use a
confidence interval of 95% with Student’s t-test
for paired samples tests and Welch’s t-test for
independent samples due to better reliability in
cases of unequal variances and sample sizes of the
groups. Another advantage of the Welch test is
that a test for the normal distribution of the data is
obsolete [
        <xref ref-type="bibr" rid="ref30 ref31">30, 31</xref>
        ]. Nevertheless, when there are
more than 25 observations per group and no
extreme outliers, the t-test is still an appropriate
tool to analyze the moderately skewed
distributions of the outcome variable [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ].
      </p>
    </sec>
    <sec id="sec-8">
      <title>4. Results</title>
      <p>Out of the 261 participants, 101 (38.7%) were
part of virtual gamified workshops and 160
(61.3%) took part in the in-person gamified
workshops. Figures 1 and 2 show the boxplots for
CLOsumpre and CLOsumpost respectively per
workshop type. The boxplots show that the two
groups have similar medians and means in the
pretest, whereas they differ noticeably in the
posttest. The following subchapters investigate the
CLO further for virtual vs. in-person gamified
workshops as well as differences in these two
environments regarding gender and age group.</p>
    </sec>
    <sec id="sec-9">
      <title>CLO for virtual vs. in-person gamified workshops</title>
      <p>
        In total 167 participants completed both
preand post-tests. For this sample, a paired samples
t-test was used to measure whether the gamified
workshop had a significant effect on the CLO by
comparing the mean scores achieved in the
prepost-tests. We evaluated the results of every single
knowledge question as well as the sum achieved
by each person. Student’s t is calculated despite a
violation of normality criteria because the sample
size is greater than 30 [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. As shown in Table 5,
all t-tests show significant results except for
CLO3. No CLO was measured in CLO3 due to a
positive value in the pre-post difference.
However, since the total response score CLOsum
significantly improved between the two
measurements, we can interpret the result in favor
of H1 and accept the increase in CLO after
participation in the gamified workshops as
statistically significant with p&lt;0.001 (t=-17.94).
      </p>
      <p>As a next step, we tested whether there is an
increase of CLO in the virtual and in-person
setting in order to accept or reject H1a and H1b.
We separated the data set by workshop type and
conducted paired samples t-tests likewise for H1.
The results in Table 6 below show similar patterns
as in Table 5. Despite a contradicting learning
outcome in CLO3, we consider H1A to be
statistically accepted due to a p-value of smaller
than 0.001 in the overall CLO result of the paired
samples CLOsumpre and CLOsumpost with a mean
difference of -3.05 (t = -15.94).</p>
      <p>For the virtual group, the results of the paired
samples t-test for H1b are shown in Table 7. The
sample size consists of 46 complete pairs of pre
and post-measurements. No increase in CLO
could be detected for CLO3 and CLO4. However,
in all other knowledge questions, as well as for
CLOsum, a statistically significant difference
could be identified. Thus, H1b can also be
accepted.</p>
      <p>Since the previously calculated mean values of
CLOsumpost differ in the paired samples t-test, we
suspect that the CLO is higher in the group of
inperson participants than in the virtual group,
which is addressed in H2. We assume that the two
groups started at the same knowledge level since
the means and variances of CLOsumpre in the
pretest of virtual participants (µ=5.99 σ=1.90) and
inperson participants (µ=6.03 σ=2.08) are similar
and show no significant difference (p=0.865
t=0.171). Welch’s t of CLOsumpost reveals that after
the gamified workshops, there is a significant
difference with p&lt;0.001 (t=-3.615) between the
virtual and the in-person group. The virtual group
achieved a lower mean score (µ=7.98 σ=1.88)
than the in-person group (µ=9.12 σ= 2.35).</p>
      <p>We additionally aimed at quantifying the gain
of cognitive learning achieved by virtual versus
in-person participants. We introduced a variable
CLgain as follows:
 =   −   (1)</p>
      <p>CLgain was calculated for pairs where both
tests have been completed. This results in a
sample size of 167 pairs, 46 virtual cases and 121
in-person cases. The descriptive statistics reveal
that the virtual group has a mean CLgain of 2.37
(σ=1.88). The in-person group achieved a mean
CLgain score of 3.05 (σ=2.10). We used a
onetailed test as we have an effect assumption of
CLgain being greater in the in-person group. The
results indicate a significant difference in the
group means with a p-value of 0.023 (t = -2.02).</p>
      <p>Since both variables CLgain and CLOsumpost
show significant differences between the groups,
H2 is accepted, which stated that the CLO of the
in-person group is higher than the CLO of the
virtual group.
4.2.</p>
    </sec>
    <sec id="sec-10">
      <title>Evaluation regarding age</title>
      <p>As previously mentioned, we assume that there
is a difference in CLO between varying age
ranges, divided into digital natives and digital
immigrants, due to the presence of digital
gamification elements in our workshops. We
evaluate H3, H3a and H3b by the variable
CLOsumpost. The calculation of CLgain is not
applicable in the case of the two age groups, as the
two groups start the workshop with different
levels of knowledge, i.e., CLOsumpre. We
classified the participants by grouping persons 30
years or younger (n=122) and older than 30 years
(n=73). The Welch’s t-test of CLOsumpost shows a
significant difference between digital natives
(µ=9.14 σ=2.10) and immigrants (µ=8.14 σ=2.41)
with p=0.004 (t=2.95). This leads us to accept H3.</p>
      <p>Next, we tested the in-person cases only which
resulted in Welch’s t being statistically significant
with p=0.001 (t=3.29). The digital natives
achieved a mean CLOsumpost of 9.62 (n=87
σ=2.07) and digital immigrants 8.19 (n=47
σ=2.56). With these results, we can accept H3a.</p>
      <p>The same procedure was carried out for testing
H3b. The virtual participants older than 30 years
achieved a higher CLOsumpost score (µ=8.04
σ=2.14) than the younger age group (µ=7.94
σ=1.68). We must reject hypothesis H3b due to
the difference not being significant with p=0.851
(t=-0.188).
4.3.</p>
    </sec>
    <sec id="sec-11">
      <title>Evaluation regarding gender</title>
      <p>We test whether there is a difference in group
means between female and male participants in
their CLO. We assume that women and men
started the workshop at the same knowledge level
since the difference in CLOsumpre is not
significant (p=0.424 t=-0.801). We tested for
statistically significant disparity regarding the
mean score CLOsumpost (127 women, 68 men) and
the gain of knowledge CLgain (112 women, 55
men) between these genders using Welch’s t-test.
The female group achieved a CLOsumpost score of
µ=8.51 (σ=2.32) below the male group’s results
of µ=9.24 (σ=2.10). The t-test shows a significant
difference with p=0.029 and t=-2.208. For CLgain
women have a mean score of µ=2.76 (σ=2.06)
whereas for men it is µ=3.07 (σ=2.06) with the
ttest being not significant (p=0.340, t=-0.924).
This shows that the difference in CLgain between
the two groups is not statistically significant and
we conclude that there is no difference between
the genders in terms of knowledge increase.
However, since CLOsumpost shows a statistically
significant difference between women and men,
H4 must be rejected.</p>
      <p>The evaluation of CLO for in-person gamified
workshop cases shows a similar result regarding
gender. The female group has a CLOsumpost of
µ=8.73 (σ=2.46 n=86) and a CLgain of µ=2.91
(σ=2.11 n=78). The male group achieved in both
measures higher mean scores with µ=9.81
(σ=1.96) for CLOsumpost (n=48) and µ=3.30
(σ=2.10) for CLgain (n=43). Again, the difference
tested with Welch’s t is only significant for the
variable CLOsumpost (p=0.006, t=-2.781) and not
for CLgain (p=0.329, t=-0.982). This result leads
us to rejecting H4a as well. For the knowledge
gain no gender differences are found but for the
CLO there is a significant gap in in-person
gamified workshops.</p>
      <p>Finally, we assessed CLO in virtual gamified
workshops in terms of gender, with female sample
sizes of 41 and 34 for CLOsumpost and CLgain,
respectively, and male sample sizes of 20 and 12.
Within the virtual participants, no statistically
significant difference between these two genders
was found. Although, it can be noted that the
female group achieved slightly higher scores for
CLOsumpost (µ=8.05 σ=1.94) and CLgain (µ=2.41
σ=1.94) than the male group for the two variables,
respectively, with µ=7.85 (σ=1.79) and µ=2.25
(σ=1.76). The difference is not significant with
p=0.693, t=0.397 for CLOsumpost and p=0.793,
t=0.266 for CLgain. Consequently, we accept H4b
which assumed no difference between genders in
virtual gamified workshops.</p>
    </sec>
    <sec id="sec-12">
      <title>5. Discussion and outlook</title>
      <p>We have conducted a pre-post-survey
experiment with gamified workshops in virtual
and in-person environments to find out whether
the setting has an influence on the CLO achieved
by the participants. Table 8 gives an overview of
the results of the hypothesis tests.</p>
      <p>We found significant differences in CLO,
which confirms H1, H1a and H1b. Furthermore,
our results show that participants in face-to-face
workshops have a significantly higher CLO than
those in the virtual gamified setting (H2).</p>
      <p>We argued that age may be an important
variable that could further explain CLO
differences between virtual and in-person settings
due to the extensive use of digital gamified
elements throughout our workshops, e.g., by an
augmented reality app. Our results for H3 and H3a
suggest that the generation a person grew up in,
and thus their digital progress, has an influence on
their CLO. Significantly different CLOs were
achieved between the digital natives and
immigrants in the in-person group. However, H3b
provided contradictory results, showing no
significant difference between the two age groups.
Further research is needed to investigate the
influence of age in virtual vs. in-person gamified
environments.</p>
      <p>
        Finally, our results show that there are gender
differences in CLO in the in-person group, which
is contrary to our expectations. We suspect other
factors than workshop type that cause this result,
such as personal interest in the subject area or
outcome expectations. These and other factors
were investigated for the subject area of logistics
by [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ], for example. On the other hand, no
difference between genders was found in the
virtual gamified workshop participants. Further
research and evaluation of the workshop format
need to be done to overcome this potential gender
gap for in-person gamified workshops.
      </p>
      <p>Our research sheds light on the differences of
cognitive learning outcomes in virtual vs.
inperson environments. We need to diminish these
differences as digitalization is on the forefront.
Strategies need to be developed to overcome the
differences in CLO between virtual and in-person
gamified workshops to ensure the effectiveness of
gamified elements. Nevertheless, our study has
limitations which are avenues for future research:</p>
      <p>The research was limited to Austria, hence
evaluation of CLO in gamified workshops in
terms of virtual vs. in-person should be conducted
in other countries as well. Furthermore, our
sample shows a gender imbalance with more
women than men which may could cause bias in
our results. For data analysis, we used full
prepost-pairs of answers and excluded incomplete
responses. The drop-out rate shown in Table 3 in
the virtual environment is problematic, urging for
collecting information about non-respondents.
The reasons for the high drop-out rate in the
virtual workshop setting need to be evaluated
systematically in future surveys to exclude a bias
based on categorical differences between
respondents and non-respondents.</p>
      <p>We evaluate solely the cognitive learning
outcomes without addressing the pedagogical
challenges of using gamification in these different
environments. The assessment of the
measurement items of CLO suggests that parts of
the gamified workshop may need further
evaluation and improvement. In particular, CLO3
shows contradictory results.</p>
      <p>For future research, it would be beneficial to
further explore participants' familiarity with the
use of digital components or devices to better
understand the relationship between age
differences and the terms "digital natives" and
"digital immigrants." In this way, it would be an
opportunity to determine whether or not
agerelated differences are directly related to the use
of digital devices. Added to this is a lack of
guidelines for gamified online workshops, e.g.,
how to effectively adapt in-person gamified
workshops to virtual ones. This would be of
particularly value for all types of educational
institutions to overcome obstacles in varying
situations. The evaluation of our hypotheses
revealed a difference between the virtual and
inperson settings. It is proposed to further
investigate the impact of reduced interpersonal
interaction to subsequently define how to improve
virtual gamified workshops.</p>
    </sec>
    <sec id="sec-13">
      <title>6. Acknowledgements</title>
      <p>This research study is part of the research
cooperation ‘REWWay’ funded by viadonau.</p>
    </sec>
    <sec id="sec-14">
      <title>7. References</title>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <surname>Barrera</surname>
            <given-names>G</given-names>
          </string-name>
          ,
          <string-name>
            <surname>M.I.</surname>
            ,
            <given-names>D. Benalcazar</given-names>
          </string-name>
          <string-name>
            <surname>Ch</surname>
          </string-name>
          ., and D.C. San Lucas S, ”
          <article-title>Gamification in the teaching of prevention measures for Covid-19”</article-title>
          ,
          <source>IEEE Global Engineering Education Conference (EDUCON)</source>
          ,
          <year>2022</year>
          , pp.
          <fpage>1512</fpage>
          -
          <lpage>1516</lpage>
          .
          <fpage>10</fpage>
          .1109/EDUCON52537.
          <year>2022</year>
          .
          <volume>9766821</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <surname>Gómez-García</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Ramos-Navas-Parejo</surname>
          </string-name>
          , J.
          <string-name>
            <surname>-C. de La Cruz-Campos</surname>
          </string-name>
          , and C. RodríguezJiménez, ”Impact of COVID-19 on University Students:
          <article-title>An Analysis of Its Influence on Psychological</article-title>
          and Academic Factors”,
          <source>International Journal of Environmental Research and Public Health</source>
          ,
          <volume>19</volume>
          (
          <issue>16</issue>
          ),
          <year>2022</year>
          , pp.
          <fpage>1</fpage>
          -
          <lpage>2</lpage>
          .
          <fpage>10</fpage>
          .3390/ijerph191610433.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3] https://www.unesco.org/en/articles/covid19-educational
          <article-title>-disruption-and-response.</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <surname>Rincon-Flores</surname>
            ,
            <given-names>E.G.</given-names>
          </string-name>
          and
          <string-name>
            <given-names>B.N.</given-names>
            <surname>SantosGuevara</surname>
          </string-name>
          , ”Gamification during Covid-
          <volume>19</volume>
          :
          <article-title>Promoting active learning and motivation in higher education”</article-title>
          ,
          <source>Australasian Journal of Educational Technology</source>
          ,
          <volume>37</volume>
          (
          <issue>5</issue>
          ),
          <year>2021</year>
          , pp.
          <fpage>43</fpage>
          -
          <lpage>60</lpage>
          .
          <fpage>10</fpage>
          .14742/ajet.7157.
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <surname>Nieto-Escamez</surname>
            ,
            <given-names>F.A.</given-names>
          </string-name>
          and
          <string-name>
            <surname>M.D. RoldánTapia</surname>
          </string-name>
          , ”
          <article-title>Gamification as Online Teaching Strategy During COVID-19: A MiniReview”</article-title>
          , FRONTIERS IN PSYCHOLOGY,
          <volume>12</volume>
          ,
          <year>2021</year>
          , p.
          <fpage>648552</fpage>
          .
          <year>10</year>
          .3389/fpsyg.
          <year>2021</year>
          .
          <volume>648552</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <surname>Park</surname>
            ,
            <given-names>S.</given-names>
            and S.
          </string-name>
          <string-name>
            <surname>Kim</surname>
          </string-name>
          , ”
          <article-title>Is Sustainable Online Learning Possible with Gamification?-The Effect of Gamified Online Learning on Student Learning”</article-title>
          , Sustainability,
          <volume>13</volume>
          (
          <issue>8</issue>
          ),
          <year>2021</year>
          , p.
          <fpage>4267</fpage>
          .
          <year>10</year>
          .3390/su13084267.
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <surname>Jang</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>J.J.Y.</given-names>
            <surname>Park</surname>
          </string-name>
          , and M.Y. Yi, ”
          <article-title>Gamification of Online Learning”</article-title>
          , in Artificial Intelligence in Education, C. Conati,
          <string-name>
            <given-names>N.</given-names>
            <surname>Heffernan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Mitrovic</surname>
          </string-name>
          , and
          <string-name>
            <given-names>M.F.</given-names>
            <surname>Verdejo</surname>
          </string-name>
          , Editors.
          <year>2015</year>
          . Springer International Publishing: Cham.
          <volume>10</volume>
          .1007/978-3-
          <fpage>319</fpage>
          -19773-9_
          <fpage>82</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <surname>Looyestyn</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Kernot</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Boshoff</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Ryan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Edney</surname>
          </string-name>
          , and
          <string-name>
            <given-names>C.</given-names>
            <surname>Maher</surname>
          </string-name>
          , ”
          <article-title>Does gamification increase engagement with online programs? A systematic review”</article-title>
          ,
          <source>PloS one</source>
          ,
          <volume>12</volume>
          (
          <issue>3</issue>
          ),
          <year>2017</year>
          ,
          <year>e0173403</year>
          .
          <fpage>10</fpage>
          .1371/journal.pone.
          <volume>0173403</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <surname>Acosta-Medina</surname>
            ,
            <given-names>J.K.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>M.L.</given-names>
            <surname>Torres-Barreto</surname>
          </string-name>
          ,
          <article-title>and</article-title>
          <string-name>
            <given-names>A.F.</given-names>
            <surname>Cárdenas-Parga</surname>
          </string-name>
          , ”
          <article-title>Students' preference for the use of gamification in virtual learning environments”</article-title>
          ,
          <source>Australasian Journal of Educational Technology</source>
          ,
          <year>2021</year>
          , pp.
          <fpage>145</fpage>
          -
          <lpage>158</lpage>
          .
          <fpage>10</fpage>
          .14742/ajet.6512.
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <surname>Antonaci</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Klemke</surname>
          </string-name>
          , and
          <string-name>
            <given-names>M.</given-names>
            <surname>Specht</surname>
          </string-name>
          , ”
          <article-title>The Effects of Gamification in Online Learning Environments: A Systematic Literature Review”</article-title>
          ,
          <source>Informatics</source>
          ,
          <volume>6</volume>
          (
          <issue>3</issue>
          ),
          <year>2019</year>
          , p.
          <fpage>32</fpage>
          .
          <year>10</year>
          .3390/informatics6030032.
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <surname>Rincon-Flores</surname>
            ,
            <given-names>E.G.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Mena</surname>
          </string-name>
          , and E. LópezCamacho, ”
          <article-title>Gamification as a Teaching Method to Improve Performance and Motivation in Tertiary Education during COVID-19: A Research Study from Mexico”</article-title>
          ,
          <source>Education Sciences</source>
          ,
          <volume>12</volume>
          (
          <issue>1</issue>
          ),
          <year>2022</year>
          , p.
          <fpage>49</fpage>
          .
          <year>10</year>
          .3390/educsci12010049.
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <surname>Ng</surname>
          </string-name>
          , L.
          <article-title>-</article-title>
          K. and
          <string-name>
            <surname>C.-K. Lo</surname>
          </string-name>
          , ”
          <article-title>Online Flipped and Gamification Classroom: Risks and Opportunities for the Academic Achievement of Adult Sustainable Learning during COVID-19 Pandemic”</article-title>
          , Sustainability,
          <volume>14</volume>
          (
          <issue>19</issue>
          ),
          <year>2022</year>
          , p.
          <fpage>12396</fpage>
          .
          <year>10</year>
          .3390/su141912396.
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13] Jong, T. de and
          <string-name>
            <surname>M.G.M. Ferguson-Hessler</surname>
          </string-name>
          ,
          <article-title>”Types and qualities of knowledge”, Educational psychologist</article-title>
          ,
          <volume>31</volume>
          (
          <issue>2</issue>
          ),
          <year>1996</year>
          , pp.
          <fpage>105</fpage>
          -
          <lpage>113</lpage>
          .
          <fpage>10</fpage>
          .1207/s15326985ep3102_
          <fpage>2</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <surname>Oliveira</surname>
            ,
            <given-names>W.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Hamari</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Shi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.M.</given-names>
            <surname>Toda</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Rodrigues</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.T.</given-names>
            <surname>Palomino</surname>
          </string-name>
          , and
          <string-name>
            <given-names>S.</given-names>
            <surname>Isotani</surname>
          </string-name>
          , ”
          <article-title>Tailored gamification in education: A literature review and future agenda”</article-title>
          ,
          <source>Education and Information Technologies</source>
          ,
          <year>2022</year>
          , pp.
          <fpage>1</fpage>
          -
          <lpage>34</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <surname>Sailer</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          and
          <string-name>
            <given-names>L.</given-names>
            <surname>Homner</surname>
          </string-name>
          , ”
          <article-title>The Gamification of Learning: a Meta-analysis”</article-title>
          ,
          <source>Educational Psychology Review</source>
          ,
          <volume>32</volume>
          (
          <issue>1</issue>
          ),
          <year>2020</year>
          , pp.
          <fpage>77</fpage>
          -
          <lpage>112</lpage>
          .
          <fpage>10</fpage>
          .1007/s10648-019- 09498-w.
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <surname>Putz</surname>
          </string-name>
          , L.
          <string-name>
            <surname>-M.</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          <string-name>
            <surname>Hofbauer</surname>
            , and
            <given-names>H.</given-names>
          </string-name>
          <string-name>
            <surname>Treiblmaier</surname>
          </string-name>
          , ”
          <article-title>Can gamification help to improve education? Findings from a longitudinal study”</article-title>
          ,
          <source>Computers in Human Behavior</source>
          ,
          <volume>110</volume>
          (
          <issue>106392</issue>
          ),
          <year>2020</year>
          ,
          <fpage>1</fpage>
          -
          <lpage>12</lpage>
          .
          <fpage>10</fpage>
          .1016/j.chb.
          <year>2020</year>
          .
          <volume>106392</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <surname>Dias</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , ”
          <article-title>Teaching operations research to undergraduate management students: The role of gamification”</article-title>
          ,
          <source>International Journal of Management Education</source>
          ,
          <volume>15</volume>
          (
          <issue>1</issue>
          ),
          <year>2017</year>
          , pp.
          <fpage>98</fpage>
          -
          <lpage>111</lpage>
          .
          <fpage>10</fpage>
          .1016/j.ijme.
          <year>2017</year>
          .
          <volume>01</volume>
          .002.
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [18]
          <string-name>
            <surname>White</surname>
            ,
            <given-names>B.K.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Martin</surname>
          </string-name>
          ,
          <string-name>
            <surname>and J. White,</surname>
          </string-name>
          ”
          <article-title>Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19”, The Lancet regional health</article-title>
          .
          <source>Western Pacific</source>
          ,
          <year>2022</year>
          , p.
          <fpage>100528</fpage>
          .
          <year>10</year>
          .1016/j.lanwpc.
          <year>2022</year>
          .
          <volume>100528</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          [19]
          <string-name>
            <surname>Putz-Egger</surname>
          </string-name>
          , L.
          <string-name>
            <surname>-M.</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          <string-name>
            <surname>Beil</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          <string-name>
            <surname>Dopler</surname>
            , and
            <given-names>J.</given-names>
          </string-name>
          <string-name>
            <surname>Diephuis</surname>
          </string-name>
          , ”
          <article-title>Combining Gamification and Augmented Reality to Raise Interest in Logistics Careers”</article-title>
          , Applied sciences,
          <volume>12</volume>
          (
          <issue>18</issue>
          ),
          <year>2022</year>
          .
          <volume>10</volume>
          .3390/app12189066.
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          [20]
          <string-name>
            <surname>Bittner</surname>
            ,
            <given-names>J.V.</given-names>
          </string-name>
          and
          <string-name>
            <given-names>J.</given-names>
            <surname>Schipper</surname>
          </string-name>
          , ”
          <article-title>Motivational effects and age differences of gamification in product advertising”</article-title>
          ,
          <source>Journal of Consumer Marketing</source>
          ,
          <volume>31</volume>
          (
          <issue>5</issue>
          ),
          <year>2014</year>
          , pp.
          <fpage>391</fpage>
          -
          <lpage>400</lpage>
          .
          <fpage>10</fpage>
          .1108/JCM-04-2014-0945.
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          [21]
          <string-name>
            <surname>Dimock</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          , ”
          <article-title>Defining generations: Where Millennials end and Generation Z begins”</article-title>
          , Pew Research Center,
          <volume>17</volume>
          .
          <year>January 2019</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          [22]
          <string-name>
            <surname>Yamane</surname>
            , T. and
            <given-names>S.</given-names>
          </string-name>
          <string-name>
            <surname>Kaneko</surname>
          </string-name>
          , ”
          <article-title>Is the younger generation a driving force toward achieving the sustainable development goals? Survey experiments”</article-title>
          ,
          <source>Journal of Cleaner Production</source>
          ,
          <volume>292</volume>
          ,
          <year>2021</year>
          , p.
          <fpage>125932</fpage>
          .
          <year>10</year>
          .1016/j.jclepro.
          <year>2021</year>
          .
          <volume>125932</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          [23]
          <string-name>
            <surname>Wang</surname>
            ,
            <given-names>Q.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>M.D. Myers</surname>
            , and
            <given-names>D.</given-names>
          </string-name>
          <string-name>
            <surname>Sundaram</surname>
          </string-name>
          , ”
          <article-title>Digital Natives and Digital Immigrants”</article-title>
          ,
          <source>Business &amp; Information Systems Engineering</source>
          ,
          <volume>5</volume>
          (
          <issue>6</issue>
          ),
          <year>2013</year>
          , pp.
          <fpage>409</fpage>
          -
          <lpage>419</lpage>
          .
          <fpage>10</fpage>
          .1007/s12599-013-0296-y.
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          [24]
          <string-name>
            <surname>van Houtte</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          , ”
          <article-title>Why boys achieve less at school than girls: The difference between boys'</article-title>
          and girls' academic culture”,
          <source>Educational Studies</source>
          ,
          <volume>30</volume>
          (
          <issue>2</issue>
          ),
          <year>2004</year>
          , pp.
          <fpage>159</fpage>
          -
          <lpage>173</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          [25]
          <string-name>
            <surname>Haruna</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>Z.</given-names>
            <surname>Zainuddin</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Okoye</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.R.</given-names>
            <surname>Mellecker</surname>
          </string-name>
          ,
          <string-name>
            <given-names>X.</given-names>
            <surname>Hu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.K.W.</given-names>
            <surname>Chu</surname>
          </string-name>
          , and
          <string-name>
            <given-names>S.</given-names>
            <surname>Hosseini</surname>
          </string-name>
          , ”
          <article-title>Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students' learning outcomes and gender differences”</article-title>
          ,
          <source>Interactive Learning Environments</source>
          ,
          <year>2021</year>
          , pp.
          <fpage>1</fpage>
          -
          <lpage>19</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          [26]
          <string-name>
            <surname>Koivisto</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          and
          <string-name>
            <given-names>J.</given-names>
            <surname>Hamari</surname>
          </string-name>
          , ”
          <article-title>Demographic differences in perceived benefits from gamification”</article-title>
          ,
          <source>Computers in Human Behavior</source>
          ,
          <volume>35</volume>
          ,
          <year>2014</year>
          , pp.
          <fpage>179</fpage>
          -
          <lpage>188</lpage>
          .
          <fpage>10</fpage>
          .1016/j.chb.
          <year>2014</year>
          .
          <volume>03</volume>
          .007.
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          [27]
          <string-name>
            <surname>Lisa-Maria</surname>
            <given-names>Putz</given-names>
          </string-name>
          , Horst Treiblmaier, and Sarah Pfoser, ”
          <article-title>Using gamification for sustainable transport education: results from an empirical study”</article-title>
          .
          <volume>10</volume>
          .5281/zenodo.1451345.
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          [28]
          <string-name>
            <surname>Putz</surname>
            ,
            <given-names>L.-M.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Schmidt-Kraepelin</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H.</given-names>
            <surname>Treiblmaier</surname>
          </string-name>
          ,
          <article-title>and</article-title>
          <string-name>
            <given-names>A.</given-names>
            <surname>Sunyaev</surname>
          </string-name>
          , ”
          <article-title>Gamification for a better future: the influence of gamified workshops on students' knowledge gains about sustainable transport”</article-title>
          , in GamiFIN, GamiFIN, Tampere.
          <year>2018</year>
          : Tampere.
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          [29]
          <string-name>
            <surname>European</surname>
            <given-names>Commission,</given-names>
          </string-name>
          ”The European Green Deal”, Bruxelles,
          <year>2019</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          [30]
          <string-name>
            <surname>Rasch</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>K.D. Kubinger</surname>
            , and
            <given-names>K.</given-names>
          </string-name>
          <string-name>
            <surname>Moder</surname>
          </string-name>
          , ”
          <article-title>The two-sample t test: pre-testing its assumptions does not pay off”</article-title>
          ,
          <source>Statistical Papers</source>
          ,
          <volume>52</volume>
          (
          <issue>1</issue>
          ),
          <year>2011</year>
          , pp.
          <fpage>219</fpage>
          -
          <lpage>231</lpage>
          .
          <fpage>10</fpage>
          .1007/s00362-009-0224-x.
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          [31]
          <string-name>
            <surname>Ruxton</surname>
            ,
            <given-names>G.D.</given-names>
          </string-name>
          , ”
          <article-title>The unequal variance t-test is an underused alternative to Student's t-test and the Mann-Whitney U test”</article-title>
          ,
          <source>Behavioral Ecology</source>
          ,
          <volume>17</volume>
          (
          <issue>4</issue>
          ),
          <year>2006</year>
          , pp.
          <fpage>688</fpage>
          -
          <lpage>690</lpage>
          .
          <fpage>10</fpage>
          .1093/beheco/ark016.
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          [32]
          <string-name>
            <given-names>Le</given-names>
            <surname>Cessie</surname>
          </string-name>
          ,
          <string-name>
            <surname>S.</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.J.</given-names>
            <surname>Goeman</surname>
          </string-name>
          , and
          <string-name>
            <given-names>O.M.</given-names>
            <surname>Dekkers</surname>
          </string-name>
          , ”
          <article-title>Who is afraid of non-normal data? Choosing between parametric and nonparametric tests”</article-title>
          ,
          <source>European journal of endocrinology</source>
          ,
          <volume>182</volume>
          (
          <issue>2</issue>
          ),
          <year>2020</year>
          ,
          <fpage>E1</fpage>
          -
          <lpage>E3</lpage>
          .
          <year>10</year>
          .1530/EJE-19-0922.
        </mixed-citation>
      </ref>
      <ref id="ref33">
        <mixed-citation>
          [33]
          <string-name>
            <surname>Stone</surname>
            ,
            <given-names>E.R.</given-names>
          </string-name>
          , ”t Test, Paired Samples”, in Encyclopedia of research design, N.J. Salkind, Editor.
          <year>2010</year>
          . SAGE Publications: Thousand Oaks, Calif., London, New Delhi, Singapore.
        </mixed-citation>
      </ref>
      <ref id="ref34">
        <mixed-citation>
          [34]
          <string-name>
            <surname>Putz</surname>
            ,
            <given-names>L.-M.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>V.</given-names>
            <surname>Doppler</surname>
          </string-name>
          , and
          <string-name>
            <given-names>V.</given-names>
            <surname>Stockhammer</surname>
          </string-name>
          , ”
          <article-title>Gamified workshops in career choice: Gamification to reduce the lack of personnel in the logistics sector</article-title>
          ”,
          <year>2022</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>