Large-scale educational campaigns

Yun En Liu, Christy Ballweber, Eleanor O'Rourke, Eric Butler, Phonraphee Thummaphan, Zoran Popović

Research output: Contribution to journalArticlepeer-review

16 Scopus citations


Educational technology requiresadelivery mechanism to scale. One method that has not yet seen widespread use is the educational campaign: large-scale, short-term events focused on a specific educational topic, such as the Hour of Code campaign. These are designed to generate media coverage and lend themselves nicely to collaborative or competitive goals, thus potentially leveraging social effects and community excitement to increase engagement and reach students who otherwise would not participate. In this article, we present a case study of three such campaigns that we ran to encourage students to play an algebra game-DragonBox Adaptive: the Washington, Norway, and Minnesota Algebra Challenges. We provide several design recommendations for future campaigns based on our experience, including the effects of different incentive schemes, the insertion of "tests" to fast-forward students to levels of appropriate difficulty, and the strengths and weaknesses of campaigns as a method of collecting experimental data.

Original languageEnglish (US)
Article numberA8
JournalACM Transactions on Computer-Human Interaction
Issue number2
StatePublished - Mar 1 2015


  • Educational games
  • Large-scale educational campaigns
  • Learning at scale

ASJC Scopus subject areas

  • Human-Computer Interaction


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