Gamification mechanics in top-rated educational apps by audience age
Lucía Gerez,
Lugagerez@eue.unt.edu.ar,
Verónica Daniela Larrosa Valls and
Vlarrosauba@gmail.com
SAP Gamification and Augmented Reality, 2023
Abstract:
Introduction: Gamification is widely proposed to sustain motivation in digital learning, yet it is unclear which mechanics highly rated educational apps advertise and whether they differ by the age of the intended users. This study estimated the disclosure of points, badges, leaderboards and streaks in top-rated educational apps and compared it across target age groups. Methods: Cross-sectional content analysis of public App Store metadata. Education chart entries from 14 storefronts were restricted to apps first released in 2010-2023 and rated 4.5 or higher with at least 1000 ratings. Mechanics were detected with multilingual keyword dictionaries applied to names and descriptions, and audience was classified as early childhood, school age or general or adult. Wilson intervals, chi-square or permutation tests with Holm adjustment, and logistic regression were used. Results: Of 964 charted apps, 243 were top-rated. At least one core mechanic was disclosed by 28 apps (11.5%); leaderboards (4.9%), streaks (4.5%), points (2.1%) and badges (2.1%) were uncommon, and none differed by audience after adjustment. Rewards or virtual currency were disclosed by 35.3% of early childhood apps versus 2.8% of school age apps and 3.2% of general or adult apps (adjusted p = 0.006). Conclusions: Listings of top-rated educational apps rarely name the four classic mechanics, and age group changes little beyond a concentration of rewards in early childhood listings. These results describe advertised features in one store and require in-app validation.
Date: 2023
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Persistent link: https://EconPapers.repec.org/RePEc:cwf:grarti:gr202313
DOI: 10.62486/gr202313
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