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. 2018 Jul 26;20(7):e247. doi: 10.2196/jmir.9923

Table 3.

Real-life experiment outcome variables.

Outcome Gamified (n=39), mean (SD) Nongamified (n=36), mean (SD) Total (N=75), mean (SD) Effect size (d) F1,73 P value
Positive affect 33.67 (5.47) 31.08 (7.19) 32.43 (6.44) 0.41 3.094 .08
PIIa 4.82 (1.06) 4.18 (1.25) 4.51 (1.19) 0.55 5.919 .02
IMI-Eb 4.71 (1.20) 4.17 (1.41) 4.45 (1.33) 0.41 3.156 .08
PPL-FSQc 3.54 (0.44) 3.32 (0.45) 3.44 (0.45) 0.49 4.626 .04
SUSd 43.59 (14.89) 45.76 (21.49) 44.63 (18.26) −0.12 0.263 .61
Satisfaction 6.69 (1.70) 6.36 (1.90) 6.53 (1.80) 0.18 0.634 .43
Number of exercises 4.41 (3.22) 4.36 (3.08) 4.39 (3.13) 0.02 0.005 .95
Number of words 188.10 (112.90) 164.89 (101.87) 176.96 (107.66) 0.22 0.869 .35
Time 26.95 (13.57) 29.06 (11.65) 27.96 (12.64) −0.17 0.516 .48

aPII: Personal Involvement Inventory.

bIMI-E: Intrinsic Motivation Inventory, subscale Enjoyment.

cPPL-FSQ: Flow State Questionnaire of the Positive Psychology Lab.

dSUS: System Usability Scale.