Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1109/LaTiCE.2013.34guideproceedingsArticle/Chapter ViewAbstractPublication PagesConference Proceedingsacm-pubtype
Article

Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment

Published: 21 March 2013 Publication History

Abstract

Achievement badges are a form of gamification that can be used to motivate users and to encourage desired actions. In this study, we describe and evaluate the use of achievement badges in the TRAKLA2 online learning environment where students complete interactive, automatically assessed exercises about data structures and algorithms. The students' activity in TRAKLA2 was logged in order to find out whether the achievement badges had an effect on their behavior. We used a between-subject experimental design where the students (N=281) were randomly divided into a treatment and a control group, with and without achievement badges. Students in the treatment group were awarded achievement badges, for example, for solving exercises with only one attempt, returning exercises early, or completing an exercise round with full points. Course grading was similar for both groups, i.e. collecting badges did not affect the final grade. Our results show that achievement badges can be used to affect the behavior of students even when the badges have no impact on the grading. Statistically significant differences in students' behavior were observed with some badge types, while some badges did not seem to have such an effect. We also found that students in the two studied courses responded differently to the badges. Based on our findings, achievement badges seem like a promising method to motivate students and to encourage desired study practices.

Cited By

View all
  • (2024)Integration of a social robot and gamification in adult learning and effects on motivation, engagement and performanceAI & Society10.1007/s00146-022-01514-y39:1(369-388)Online publication date: 1-Feb-2024
  • (2023)Playful Reflection: Impact of Gamification on a Virtual Reality Simulation of BreastfeedingProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580751(1-13)Online publication date: 19-Apr-2023
  • (2023)Exploring the role of gamified information security education systems on information security awareness and protection behavioral intentionEducation and Information Technologies10.1007/s10639-023-11771-z28:12(15915-15948)Online publication date: 1-Dec-2023
  • Show More Cited By
  1. Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image Guide Proceedings
    LATICE '13: Proceedings of the 2013 Learning and Teaching in Computing and Engineering
    March 2013
    242 pages
    ISBN:9780769549606

    Publisher

    IEEE Computer Society

    United States

    Publication History

    Published: 21 March 2013

    Author Tags

    1. achievement badges
    2. e-learning
    3. gamification

    Qualifiers

    • Article

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)0
    • Downloads (Last 6 weeks)0
    Reflects downloads up to 14 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Integration of a social robot and gamification in adult learning and effects on motivation, engagement and performanceAI & Society10.1007/s00146-022-01514-y39:1(369-388)Online publication date: 1-Feb-2024
    • (2023)Playful Reflection: Impact of Gamification on a Virtual Reality Simulation of BreastfeedingProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580751(1-13)Online publication date: 19-Apr-2023
    • (2023)Exploring the role of gamified information security education systems on information security awareness and protection behavioral intentionEducation and Information Technologies10.1007/s10639-023-11771-z28:12(15915-15948)Online publication date: 1-Dec-2023
    • (2022)Gamification of a University-level Web Technologies course: a five years experience2022 IEEE 19th Annual Consumer Communications & Networking Conference (CCNC)10.1109/CCNC49033.2022.9700656(88-93)Online publication date: 8-Jan-2022
    • (2022)Evaluating a gamification proposal for learning usability heuristicsInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2022.102774161:COnline publication date: 1-May-2022
    • (2021)Exploring Personalization of Gamification in an Introductory Programming CourseProceedings of the 52nd ACM Technical Symposium on Computer Science Education10.1145/3408877.3432402(1121-1127)Online publication date: 3-Mar-2021
    • (2020)Gamifying Teacher Students’ Learning PlatformEighth International Conference on Technological Ecosystems for Enhancing Multiculturality10.1145/3434780.3436659(688-693)Online publication date: 21-Oct-2020
    • (2019)A process for designing algorithm-based personalized gamificationMultimedia Tools and Applications10.1007/s11042-018-6913-578:10(13593-13612)Online publication date: 1-May-2019
    • (2018)An Empirical Investigation on the Benefits of Gamification in Programming CoursesACM Transactions on Computing Education10.1145/323170919:1(1-22)Online publication date: 20-Nov-2018
    • (2018)Understanding how educational gamification impacts users' behaviorProceedings of the 6th International Conference on Information and Education Technology10.1145/3178158.3178188(154-159)Online publication date: 6-Jan-2018
    • Show More Cited By

    View Options

    View options

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media