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Table 2 Descriptive statistics for behavioral outcomes of participants from control (CTR; non-gamified) and experimental (EXP; gamified) conditions for seven time-points (TP) of the semester, as well as overall (1-7). Data represented as Mean±Standard Deviation

From: Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study

 

Attempts

IDE usage

System access

TP

CTR

EXP

CTR

EXP

CTR

EXP

1-7

40±51

47±48

80±94

119±118

29±24

64±39

1

62±53

85±52

112±64

185±103

19±19

48±27

2

35±33

57±57

56±42

126±82

22±12

52±30

3

68±73

61±53

134±134

185±159

33±16

60±32

4

42±59

36±36

89±113

108±112

42±23

66±36

5

29±37

32±35

76±90

95±107

25±26

67±39

6

22±26

28±31

48±68

74±93

30±27

73±44

7

24±35

29±37

47±81

60±83

35±31

79±47