Home > Publications Search > Publication Detail

Effect of Gamification on Gamers: Evaluating Interventions for Students Who Game the System

Journal Article
Effect of Gamification on Gamers: Evaluating Interventions for Students Who Game the System
Publication Year:
2024
Publication Source:
Journal Of Educational Data Mining
Volume:
16
Issue:
1
Funding Type:
ECR:Core
Author(s):
Vanacore, Kirk P.; Sales, Adam C.; Gurung, Ashish; Heffernan, Neil T.
Supporting Project(s):

Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions remain scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of interventions – gamification and manipulation of assistance access – on the learning outcomes of students who tend to game the system. The results indicate that gamification does not consistently mitigate these negative behaviors. One gamified condition had a consistently positive effect on learning regardless of students’ propensity to game the system, whereas the other had a negative effect on gamers. However, delaying access to hints and feedback may have a positive effect on the learning outcomes of those gaming the system. This paper also illustrates the potential for integrating detection and causal methodologies within educational data mining to evaluate effective responses to detected behaviors. © 2024 International Educational Data Mining Society. All rights reserved.