Leaderboard Design Principles to Enhance Learning and Motivation in a Gamified Educational Environment: Development Study

被引:18
|
作者
Park, Sungjin [1 ]
Kim, Sangkyun [1 ]
机构
[1] Kangwon Natl Univ, Dept Ind Engn, 417 Engn Bldg,Kangwon Deahak Gil 1,KS007, Chunchon, South Korea
来源
JMIR SERIOUS GAMES | 2021年 / 9卷 / 02期
基金
新加坡国家研究基金会;
关键词
leaderboard design; gamification; learning motivation; affordance; GAMIFICATION;
D O I
10.2196/14746
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: Gamification in education enhances learners' motivation, problem-solving abilities, decision-making abilities, and social skills such as communication. Numerous ongoing studies are examining the application of gamification design methodology and game mechanics to a learning environment. Leaderboards are a type of game mechanic that assist learners in goal setting and unleash the motivation for learning. Objective: The aim of this study was to develop leaderboard design principles to assist learners in efficient goal setting, improve learning motivation, and promote learning in gamified learning environments. Methods: This study implemented 2 different strategies. First, we analyzed previous research on leaderboards that focus on educational efficacy and influence on social interactions. Second, we collected and analyzed data related to cases of leaderboards being used in educational and sport environments. Results: This study determined 4 leaderboard design objectives from previous studies. Based on these objectives, we developed 3 leaderboard design principles. First, macro leaderboards and micro leaderboards should be designed and used together. Second, all the elements used to measure learners' achievements in an educational environment should be incorporated into the micro leaderboard. Third, leaderboards should be designed and considered for application in contexts other than learning environments. This study further analyzes best practices considering the 3 leaderboard design principles. Conclusions: This study contributes toward resolving problems associated with leaderboard design for the application of gamification in educational environments. Based upon our results, we strongly suggest that when teachers consider applying gamification in classrooms, the leaderboard design principles suggested in this research should be incorporated.
引用
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页数:13
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