Digitally Nudged Learning: A Nudged Gamification Study Intervention

Resource type
Journal Article
Authors/contributors
Title
Digitally Nudged Learning: A Nudged Gamification Study Intervention
Abstract
The research focused on two elements of technology enhanced learning: the digital nudge and gamified online learning. The objective was to digitally nudge students towards a gamified online learning tool, thereby improving quiz test performance through a fun motivating language learning game. A mixed methods approach: the primary quasi-experimental methodology was regression discontinuity design, with a follow up survey. The findings show that few students actively participated in the fun gamified activities, yet none-the-less there was a significant 5% treatment effect afforded by the digitally nudged call to action. The research demonstrates the effectiveness of nudging students to complete L2 learning activity. It also somewhat shows the potential of gamification for voluntary engagement amongst first-year students at a Japanese university. Keywords—Digital nudge, Online learning, Gamification, L2 teaching/learning strategies.
Publication
International Journal of Emerging Technologies in Learning (iJET)
Volume
17
Pages
42-60
Date
2022-06-21
Journal Abbr
International Journal of Emerging Technologies in Learning (iJET)
Short Title
Digitally Nudged Learning
Library Catalogue
ResearchGate
Citation
Byrne, J., Ito, T., & Furuyabu, M. (2022). Digitally Nudged Learning: A Nudged Gamification Study Intervention. International Journal of Emerging Technologies in Learning (IJET), 17, 42–60. https://doi.org/10.3991/ijet.v17i12.30567