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Does fantasy keep online gamified classes engaging?

Adding a fantasy narrative to a gamified online course helped sustain engagement after novelty wore off.

Source

Incorporating fantasy into gamification promotes student learning and quality of online interaction

Bai S, Hew KF, Gonda DE, et al. · International journal of educational technology in higher education · 2022

doi.org/10.1186/s41239-022-00335-9Read the full paper ↗5 citationscc by

What they did

Using design-based research in the same postgraduate online course across two semesters, the authors first implemented a GAFCC gamification model, then refined it by adding fantasy (GAFCC-F). They tracked learning performance, forum interaction, and student/teacher perceptions over ten-week semesters.

What they found

In Study 1, most students preferred gamification to lecture-based courses, yet forum posts and quiz attempts dropped sharply after mid-semester as novelty faded. Study 2 suggested the fantasy-enhanced model better supported learning performance and online social interaction than the original model.

The limits

What it doesn't show

Samples were small postgraduate cohorts in one course, so causal generalisation is limited. Semester-to-semester comparisons are not fully randomised experiments, and long-term transfer beyond the course was not measured.

Key terms

GAFCC model
A gamification design model built around goals, access, feedback, challenge, and collaboration.
Fantasy
A motivational game element that embeds learning in an imaginative narrative or make-believe context.
Novelty effect
An early boost in engagement with a new system that fades once learners become familiar with it.
Design-based research
Iterative classroom research that tests and refines educational designs in real settings.
Behavioral engagement
Observable participation such as posting in forums or attempting quizzes.

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Quiz yourself

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What was Study 1's sample size?

Common questions

How many students were in Study 1?

Twenty-six postgraduate students.

What problem appeared mid-semester in Study 1?

Participation dropped sharply after Week 5 as novelty wore off.

What changed in Study 2?

The designers added fantasy to create the GAFCC-F model.

Did students like gamification initially?

Yes—most preferred it to conventional lecture-based courses.

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