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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