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
收藏
页数:13
相关论文
共 50 条
  • [21] Strategies to Enhance Learner's Motivation in E-learning Environment
    Abou El-Seoud, M. Samir
    El-Khouly, Mahmoud
    Taj-Eddin, Islam A. T. F.
    PROCEEDINGS OF 2015 INTERNATIONAL CONFERENCE ON INTERACTIVE COLLABORATIVE LEARNING (ICL), 2015, : 944 - 949
  • [22] Learning environment as a modifier of study motivation in learning handicraft
    Lind, Ene
    Lobrev, Piret
    RURAL ENVIRONMENT, EDUCATION, PERSONALITY (REEP): PROCEEDINGS OF THE 7TH INTERNATIONAL SCIENTIFIC CONFERENCE, 2014, (07): : 110 - 115
  • [23] Roles of Chatbots in Gamified Self-Regulated Learning System to Enhance Achievement Motivation of Learners in Massive Open
    Khlaisang, Jintavee
    Koraneekij, Prakob
    ELECTRONIC JOURNAL OF E-LEARNING, 2024, 22 (08): : 106 - 120
  • [24] Using Twitter to Enhance the Students' Skills: Motivation - A Disregarded Factor in Educational Design
    Della Ventura, Michele
    E-LEARNING, E-EDUCATION, AND ONLINE TRAINING (ELEOT 2018), 2018, 243 : 338 - 345
  • [25] Educational Situation as a Tool for Communication Activity Motivation in the Virtual Learning Environment
    Vereitina, Iryna
    Baidak, Yurii
    Popel, Oksana
    PROCEEDINGS OF THE 13TH INTERNATIONAL CONFERENCE ON VIRTUAL LEARNING, ICVL 2018, 2018, : 136 - 141
  • [26] Development of a Lilliput Multimedia System to Enhance Students' Learning Motivation
    Chou, Li-Der
    Liu, Tzu-Chien
    Li, David Chunhu
    Lin, Chen-Ming
    Lin, Yi-Chun
    JOURNAL OF INFORMATION SCIENCE AND ENGINEERING, 2015, 31 (04) : 1357 - 1372
  • [27] Analysis of Educational Game Design Approach based on Learning Motivation
    Cao, Xiaoxiao
    Cai, Yangchao
    Shen, Yu
    PROCEEDINGS OF THE 2015 3RD INTERNATIONAL CONFERENCE ON MANAGEMENT SCIENCE, EDUCATION TECHNOLOGY, ARTS, SOCIAL SCIENCE AND ECONOMICS (MSETASSE 2015), 2015, 41 : 95 - 99
  • [28] The effects of the gamified flipped classroom environment (GFCE) on students’ motivation, learning achievements and perception in a physics course
    Aşıksoy G.
    Quality & Quantity, 2018, 52 (Suppl 1) : 129 - 145
  • [29] A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design
    Park, Sungjin
    Kim, Sangkyun
    JMIR SERIOUS GAMES, 2019, 7 (02):
  • [30] GAMIFIED 3D VIRTUAL LEARNING ENVIRONMENT FOR IMPROVED STUDENTS' MOTIVATION AND LEARNING EVALUATION. A CASE STUDY ON "3DUPB" CAMPUS
    Stefan, Livia
    Moldoveanu, Florica
    RETHINKING EDUCATION BY LEVERAGING THE ELEARNING PILLAR OF THE DIGITAL AGENDA FOR EUROPE!, VOL. II, 2015, : 94 - 101