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Novelty Effects and Cross-Course Efficacy of Level Up! Gamification

Determine whether the increased engagement observed after introducing the Level Up! Moodle leaderboard-based gamification in introductory statistics courses is attributable to novelty effects of the leaderboard, and ascertain whether such gamification maintains its effectiveness when implemented broadly across multiple courses within a program.

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Background

The paper introduced the Level Up! plugin in Moodle to gamify pre-lecture activities in flipped introductory statistics courses, awarding points for timely completion of activities and displaying progress via a leaderboard. Engagement with pre-lecture quizzes increased markedly following the intervention across two cohorts.

The authors note that these courses were likely the only exposure students had to this gamification, raising the possibility that observed engagement gains might be driven by novelty. They explicitly state uncertainty about whether the effect would persist if similar gamification were deployed across multiple courses, motivating investigation of both novelty effects and cross-course generalizability.

References

It is thought that the two statistics courses considered here are the only time the students came across the Level Up! plugin or other form of gamification. It is therefore not known whether the increased engagement is due to the novelty of a leaderboard and whether gamification would be as successful if implemented widely across multiple courses.

Exploring the impact of gamification on engagement in a statistics classroom (2402.18313 - Jack et al., 28 Feb 2024) in Section 5 (Discussion)