Katharina Richter

Mrs. Katharina Richter

orcid

Research Focus & Metrics

Academic Career Length

4Years (2023-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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18 February 2025 in International Journal of Serious Games
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Journal Article
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KRKatharina Richter
Katharina Richter
MKMichael D. Kickmeier-Rust
Michael D. Kickmeier-Rust
This research investigates the effectiveness of gamification in enhancing student engagement, motivation, and learning outcomes in physics education, with a particular emphasis on structural performance modeling through Knowledge Space Theory (KST). The study utilizes Basketball Physics Challenge - a game designed to teach fundamental physics concepts like initial velocity, motion, and trajectory - and compares the outcomes of gamified versus non-gamified learning environments. The experimental design involved 10th grade students from a secondary school in Liechtenstein, using a crossover methodology where participants alternated between gamified and non-gamified versions of the game. The results indicate that gamification significantly boosts engagement and performance metrics, as evidenced by increased time on task, a higher frequency of attempts, and better scores compared to the non-gamified condition. Additionally, gamification positively influences motivation, particularly when experienced before non-gamified sessions. Although quiz performance did not show significant differences between conditions, a strong positive correlation was observed between game scores and quiz points in the gamified condition during the second session. The study, furthermore, analyzed structural performance and learning trajectories, demonstrating that gamification fosters a more dynamic and effective learning process. This study highlights the potential of gamification to transform physics education by enhancing student motivation and engagement, thereby promoting a deeper understanding and retention of complex scientific concepts.

7 October 2024 in European Conference on Games Based Learning
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Journal Article
Open access
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KRKatharina Richter
Katharina Richter
MKMichael D. Kickmeier-Rust
Michael D. Kickmeier-Rust
DTDominik Tschirky
Dominik Tschirky
Understanding the dynamics of level structure and game elements in digital educational games is paramount to fostering competency acquisition. How levels are organized within a game, along with the use of various game elements, has a significant impact on the learning outcomes and skill development of individuals. Through the strategic design and implementation of these components, educational games can effectively engage learners and facilitate the acquisition of competencies in multiple domains. In addition to structure, the integration of gamification elements can have a profound impact on learner engagement and sustainable skill acquisition. Therefore, a key element for the success of a serious game is to create appropriate personalization and a balanced relationship between learning and gaming experience. As a result, a mini-game called "Basketball Physics Challenge" has been designed to be integrated into an intelligent, adaptive physical learning game centered around force and motion as part of an ongoing research project. By playing the game "Basketball Physics Challenge", players will apply their understanding of basic physics principles in a realistic, interactive, and virtual setting. An experimental design was used to test the mini-game, in which a gamified and a non-gamified version were used and compared. 20 participants completed the experiment, and their learning progress was meticulously tracked. Using competency-based knowledge space theory, the mini-game facilitated in-game competency assessment, enabled monitoring of learning progress, tailored learning experiences, and provided individualized formative feedback. The pilot was used to develop and implement a competency model that will be the subject of future in-depth studies. The results indicated that the gamified version of the game led to slightly higher engagement and performance levels compared to the non-gamified version, although the difference in learning outcomes between the two versions was not statistically significant. The analysis also showed that an optimal number of levels and a balanced integration of game elements are crucial for maintaining engagement without causing cognitive overload. Furthermore, the order in which the game versions were presented affected player performance, with initial exposure to gamification leading to better outcomes. These findings provide valuable information for the design of educational games and their effectiveness in skill acquisition. This research supports the development of powerful educational technologies that enhance learning through a coherent level structure and meaningful use of game elements that effectively promote learner engagement.

26 September 2025 in European Conference on Games Based Learning
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Journal Article
Open access
PDF file
KRKatharina Richter
Katharina Richter
MKMichael D. Kickmeier-Rust
Michael D. Kickmeier-Rust
Gamification is widely employed in digital education to enhance engagement and motivation, yet its effectiveness in promoting cognitive skill transfer remains debated. This study investigated whether early learning efficiency in foundational levels (L1–L4) predicts performance in more complex tasks (L5–L8) within a physics-based educational game, and whether gamification moderates this transfer process. Ninety-four secondary school students were randomly assigned to either a gamified (n = 49) or standard (n = 45) training condition. Performance outcomes included overall efficiency, average points per attempt, and conceptual learning gains. Independent Welch’s t-tests revealed no significant group differences across these metrics (all p > .05, ds < 0.12), suggesting a high degree of performance equivalence between the gamified and standard conditions. Regression analyses indicated that early learning efficiency significantly predicted later performance in Level 5 (β = 0.611, p < .001) and Level 7 (β = 0.427, p = .017), but not in Levels 6 and 8. A composite model across Levels 5–8 confirmed a generalized transfer effect (β = 0.405, p = .002, R² = .10), emphasizing the critical role of foundational skill acquisition in complex problem-solving. Gamification did not significantly moderate this overall transfer relationship. However, a notable exception emerged at Level 7: a significant interaction (β = 0.762, p = .031) suggested that gamification enhanced transfer under conditions of heightened conceptual complexity, likely by supporting adaptive learning processes. No significant trajectory effects were observed across successive levels, with participants maintaining relatively stable performance. Further analysis of foundational levels revealed that strategic variation and cognitive challenge in Levels 2, 3, and 4 contributed most strongly to later success, whereas simple introductory practice in Level 1 was insufficient. These findings indicate that while gamification alone does not universally improve learning transfer, it may selectively facilitate skill adaptation when learners face novel or disruptive challenges. The results highlight the importance of scaffolded instructional design, emphasizing task complexity and strategic engagement during early learning stages, and suggest that gamification should be deployed adaptively rather than uniformly to optimize educational outcomes.