Project Details:

Type

Research project

Principle Investigator(s)

Dongjie Xu

Funded By

The University of Lancashire

Related Resources

Digital Gamification for Learning

Digital Gamification for Learning

Dr. Dongjie Xu’s research in Digital Game-Based Learning (DGBL) centers on enhancing children’s educational experiences through innovative gamification strategies. His work explores how game mechanics can boost motivation, engagement, and learning outcomes. Below is a focused summary of his key DGBL projects:

  1. Exploring the Effects of Progression Mechanics in Competitive and Collaborative Gamified Learning

Year: 2023

Collaborators: Janet Read, Julie Allen

Overview: This study investigated how competitive, collaborative, and progressive game-based learning mechanics influence children’s motivation and academic performance. Utilizing UCLan’s eLearning platform, Learnvoy, primary school students engaged with tutorial videos followed by quizzes. Their quiz responses powered in-game characters in a “Frogs” game, introducing elements of competition and collaboration. Findings indicated that both gamified groups showed improved motivation and accuracy compared to a control group, with no significant difference between competitive and collaborative modes.

  1. Progress Visualisation, Competition, and Collaboration in Digital Game-Based Learning as Audience (DGBL-AA)

Year: 2024

Collaborator: Janet Read

Overview: Building upon previous research, this project introduced the DGBL-AA framework, which allows learners to engage with educational games as observers rather than active participants. The “Frogs” game was adapted so that students’ quiz performances influenced game outcomes they watched, aiming to minimize distractions and maximize learning time. The study found that this approach enhanced learner engagement and suggested that both competitive and collaborative observer modes could positively impact learning.

Dr. Xu’s contributions to DGBL emphasise the potential of integrating game mechanics into educational settings to foster better learning experiences. His innovative approaches, such as the DGBL-AA framework, offer new avenues for engaging students and enhancing educational outcomes through gamification.