The Effects of Gamification and Learning Styles on Recall
To determine if combining the naturally preferred method of learning of a participant and the gamification of information would result in a better ability to instantly recall information, or to determine whether these factors had any significant effect on recall ability.
In order to determine the most successful method of learning information, this study was constructed to discover whether or not our naturally preferred method of learning and the method in which the information was presented would effect the outcome of our recall-ability. Through the use of the software RPG Maker VX, a series of video games were constructed alongside non-video game equivalents providing similar but deviating information. The participants, after being tested for their preferred learning style through the official VARK test, were presented with these tasks and answered questionnaires about the tasks afterwards. The total correct answers from these tests were tallied up.
The results of this study were found to be in favour of the Hypotheses, but were not significant. This is thought by the researcher that the difficulty level of the questionnaires were not equal and thus altered the outcome of the study. The group size was also small, consistent of only 32 participants. In the future it would be suggested to have a larger group size, larger pilot study and more consistent difficulty levels with questionnaires.