Internet Learning Volume 4, Number 2, Fall 2015 | Page 96

Gamification Challenges and a Case Study in Online Learning Table 4 Case study results as compared to prior class offerings on the quality and volume of discussion posts, % completing three project status reports and % completing peer reviews of team members 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% Substantive Participation Increase Participation Volume Increase Peer Review of Team Experience Collaboration and Communication Individual Assessment of the Project Hybrid Online participating early and often. The remaining 12% rose in the game ranks midway through the course due to delays from medical and other life stresses, and they quickly caught up with the other participants. The fully online class featured two teams that developed a software requirements specification with a requirements traceability matrix. Of the seven class members, 71% of them posted earlier and with substantive content as compared to past online class offerings. In addition to using the course management system’s discussion board and team area, some of the students traveled to meet face-to-face and shared the results of those meetings while others held online voice conferences and invited the instructor. This was not required, but an observation on their preference. Goal 2: Higher rates of participation In both the hybrid and online classes, the volume of posts increased 29%- 45% as noted in a comparison from prior sections of the same classes and throughout the five weeks of discussion forums for both the hybrid or online course design, and both classes posted their final projects a week earlier than past classes with one notable exception. One exception was noted. In a term prior to the Treasure Hunter’s Game, a 95