Metrics Feedback Cycle: measuring and improving user engagement in gamified eLearning systems
Metrics Feedback Cycle: measuring and improving user engagement in gamified eLearning systems
This paper presents the identification, design and implementation of a set of metrics of user engagement in a gamified eLearning application. The 'Metrics Feedback Cycle' (MFC) is introduced as a formal process prescribing the iterative evaluation and improvement of application-wide engagement, using data collected from metrics as input to improve related engagement features. This framework was showcased using a gamified eLearning application as a case study. In this paper, we designed a prototype and tested it with thirty-six (N=36) students to validate the effectiveness of the MFC. The analysis and interpretation of metrics data shows that the gamification features had a positive effect on user engagement, and helped identify areas in which this could be improved. We conclude that the MFC has applications in gamified systems that seek to maximise engagement by iteratively evaluating implemented features against a set of evolving metrics.
gamification, eLearning, metrics
3-19
Atkins, Adam
8053ec3a-b2d2-4639-9150-4c5d346af90b
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Wills, Gary
3a594558-6921-4e82-8098-38cd8d4e8aa0
December 2017
Atkins, Adam
8053ec3a-b2d2-4639-9150-4c5d346af90b
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Wills, Gary
3a594558-6921-4e82-8098-38cd8d4e8aa0
Atkins, Adam, Wanick, Vanissa and Wills, Gary
(2017)
Metrics Feedback Cycle: measuring and improving user engagement in gamified eLearning systems.
International Journal of Serious Games, 4 (4), , [1].
(doi:10.17083/ijsg.v4i4.192).
Abstract
This paper presents the identification, design and implementation of a set of metrics of user engagement in a gamified eLearning application. The 'Metrics Feedback Cycle' (MFC) is introduced as a formal process prescribing the iterative evaluation and improvement of application-wide engagement, using data collected from metrics as input to improve related engagement features. This framework was showcased using a gamified eLearning application as a case study. In this paper, we designed a prototype and tested it with thirty-six (N=36) students to validate the effectiveness of the MFC. The analysis and interpretation of metrics data shows that the gamification features had a positive effect on user engagement, and helped identify areas in which this could be improved. We conclude that the MFC has applications in gamified systems that seek to maximise engagement by iteratively evaluating implemented features against a set of evolving metrics.
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Accepted/In Press date: 8 August 2017
e-pub ahead of print date: 22 December 2017
Published date: December 2017
Keywords:
gamification, eLearning, metrics
Identifiers
Local EPrints ID: 416710
URI: http://eprints.soton.ac.uk/id/eprint/416710
ISSN: 2384-8766
PURE UUID: 2dd4aeff-6669-486d-93cf-33ea5522d71c
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Date deposited: 05 Jan 2018 17:30
Last modified: 21 Nov 2024 02:51
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Author:
Adam Atkins
Author:
Gary Wills
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