Structural–Combinatorial Analysis of Gamification Log Data in Physics Education
摘要
This study examines the learning app Basketball Challenge, designed to teach ballistic trajectory concepts at the secondary school level. The app is available in a gamified and a standard version. We compared both versions using pre- and post-tests to measure learning effects. While statistical analyses did not reveal significant learning gains, a notable interaction between gender and condition emerged in game performance. To deepen the analysis, Knowledge Space Theory (KST) and Competence-based KST (CbKST) were applied, enabling a structural, competence-focused evaluation. The model showed good fit for both knowledge tests and game levels. Although competence gains were small and statistically non-significant, structural analyses revealed patterns not evident in aggregated performance scores.