Digitally Nudged Learning: A Nudged Gamification Study Intervention
Digitally Nudged Learning: A Nudged Gamification Study Intervention
ByJason Byrne, Takehiko Ito, and Mariko Furuyabu
Abstract
“The research focused on two elements of technology enhanced learning: the digital nudge and gamified online learning. The objective was to digitally nudge students towards a gamified online learning tool, thereby improving quiz test performance through a fun motivating language learning game. A mixed methods approach: the primary quasi-experimental methodology was regression discontinuity design, with a follow up survey. The findings show that few students actively participated in the fun gamified activities, yet none-the-less there was a significant 5% treatment effect afforded by the digitally nudged call to action. The research demonstrates the effectiveness of nudging students to complete L2 learning activity. It also somewhat shows the potential of gamification for voluntary engagement amongst first-year students at a Japanese university. Keywords—Digital nudge, Online learning, Gamification, L2 teaching/learning strategies.”
Reference
Byrne, J. R., Ito, T., & Furuyabu, M. (2022). Digitally nudged learning. International Journal of Emerging Technologies in Learning (iJET), 17(12), 42-60. doi:10.3991/ijet.v17i12.30567 https://www.researchgate.net/publication/361475581_Digitally_Nudged_Learning_A_Nudged_Gamification_Study_Intervention
Keyword
Gamification, learning, digital, study, intervention, technology, research