Date of Award
7-2020
Degree Type
Thesis
Degree Name
Master of Science
Department
Psychological Science
Program
Other
Program
Applied Behavior Analysis
First Advisor/Chairperson
Dr. Jacob Daar
Abstract
Gamification, or the use of game mechanics in non-game activities, has potential utility in enhancing course materials and help to motivate students. The present study sought to determine whether a gamified quiz application utilizing a probabilistic reinforcement schedule, a common game mechanic in which magnitude of reinforcement is randomized, would increase interaction with course material and subsequently increase exam scores when compared to a traditional fixed ratio point scoring system in a college class setting. An undergraduate class of 40 students were randomly split into two groups (green = 18, gold = 22). After baseline data was probed, the groups underwent a series of two phases, either A or B. During phase A the green group started the experiment in the gamification quiz condition while the gold group was in the control condition. In phase B the green group started in the control condition and the gold group started in the gamification condition. Each phase consisted of three quizzes, followed by an exam. After an exam, the groups switch conditions, conducting three full phases (A-B-A). After an adjustment taking into account Exam 1 scores it was determined that the participants did not show a statistically significant difference in increasing interaction in course material between the interventions, F(1,37)=.280, p=.600 (α < 0.05) or an increase in exam scores F(1,37)=2.231, p=.144 (α < 0.05).
Recommended Citation
Weeden, Tiffanie, "EVALUATING THE EFFECTIVENESS OF PROBABILISTIC REINFORCEMENT, AS A GAMIFICATION ELEMENT, IN A COLLEGE CLASS SETTING" (2020). All NMU Master's Theses. 644.
https://commons.nmu.edu/theses/644
Access Type
Open Access