Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems 2015
DOI: 10.1145/2702123.2702413
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Investigating High School Students' Perceptions of Digital Badges in Afterschool Learning

Abstract: This paper investigates high school students' perceptions of the opportunities and challenges of using digital badges to recognize and reward the skills and achievements they acquire in an afterschool science education program. Focus groups and usability tests were conducted with 10 students during the design of a badge system prototype for use in the program. We found that students recognized opportunities for personal empowerment in their use of badges, but also expressed concerns about sharing badges in var… Show more

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Cited by 12 publications
(25 citation statements)
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“…This search yielded a total of 4998 results depicted in Table 1. We have chosen the definition of (Deterding et al, 2011) for gamification ("the use of game design elements in non-gaming contexts") to measure each found publication for relevance. Accordingly, publications discussing full-fledged games were filtered out.…”
Section: Search Strategy and Sourcesmentioning
confidence: 99%
See 3 more Smart Citations
“…This search yielded a total of 4998 results depicted in Table 1. We have chosen the definition of (Deterding et al, 2011) for gamification ("the use of game design elements in non-gaming contexts") to measure each found publication for relevance. Accordingly, publications discussing full-fledged games were filtered out.…”
Section: Search Strategy and Sourcesmentioning
confidence: 99%
“…At university level, 1 study has reported results involving graduate students (Nevin et al, 2014), while at K-12 level, 3 studies have reported results involving elementary school students (Boticki, Baksa, Seow, & Looi, 2015;Simoes, Mateus, Redondo, & Vilas, 2015; , 2 studies have reported results involving middle school students (Attali & Arieli-Attali, 2015;Long & Aleven, 2014 ) and 2 studies have reported results involving high school students (Davis & Klein, 2015;Paiva, Barbosa, Batista, Pimentel, & Bittencourt, 2015). A possible explanation of this disproportion is that perhaps it is easier for college instructors to experiment with using gamification in their own courses.…”
Section: What Educational Level Is Targeted?mentioning
confidence: 99%
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“…What is generally acknowledged about digital badges is that they have been implemented in many educational settings to varying levels of success. A study by Davis and Klein (2015) with high school students found that digital badges were recognised as an opportunity for personal empowerment but the students had concerns about the sharing of digital badges online. In the higher education sector, digital badges have been explored as an alternative to grades (micro-credentialing) (Elliott et al, 2014); supporting the process of progressing through research degrees (Mewburn et al, 2014); assessing individual students in collaborative assignments (Moccozet, 2013); and as an introduction to navigating a physical campus through a scavenger hunt exploration (Koutropoulos, 2012).…”
Section: A C C E P T E D Accepted Manuscriptmentioning
confidence: 99%