2015
DOI: 10.3991/ijet.v10i1.4221
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The Effect of Achievement Badges on Students’ Behavior: An Empirical Study in a University-Level Computer Science Course

Abstract: Abstract-Achievement badges are a form of gamification that are used in an attempt to increase user engagement and motivation in various systems. A badge is typically a graphical icon that appears as a reward for the user after reaching an achievement but that has no practical value. In this study, we describe and evaluate the use of achievement badges in the TRAKLA2 online learning environment where students solve interactive, automatically assessed exercises in a Data Structures and Algorithms course through… Show more

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Cited by 171 publications
(106 citation statements)
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“…knowledge acquisition outcomes (Jang et al, 2015); Laskowski & Badurowicz, 2014;Paiva et al, 2015; perceptual outcomes (Christy & Fox, 2014;Davis & Klein, 2015;Pedro et al, 2015b;Sillaots, 2014;Sillaots, 2015;Christy & Fox, 2014) behavioral outcomes Hakulinen et al, 2015;Hew et al, 2016;Pedro et al, 2015b) engagement outcomes (Boskic & Hu, 2015;Ibanez et al, 2014;Latulipe et al, 2015;Morschheuser et al, 2014;Poole et al, 2014) motivational outcomes (Hasegawa et al, 2015;Herbert et al, 2014;Mekler et al, 2015;Pedro et al, 2015a;Utomo & Santoso, 2015) social outcomes (Hanus & Fox, 2015;Christy & Fox, 2014;Shi et al, 2014).…”
Section: What Types Of Studies?mentioning
confidence: 99%
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“…knowledge acquisition outcomes (Jang et al, 2015); Laskowski & Badurowicz, 2014;Paiva et al, 2015; perceptual outcomes (Christy & Fox, 2014;Davis & Klein, 2015;Pedro et al, 2015b;Sillaots, 2014;Sillaots, 2015;Christy & Fox, 2014) behavioral outcomes Hakulinen et al, 2015;Hew et al, 2016;Pedro et al, 2015b) engagement outcomes (Boskic & Hu, 2015;Ibanez et al, 2014;Latulipe et al, 2015;Morschheuser et al, 2014;Poole et al, 2014) motivational outcomes (Hasegawa et al, 2015;Herbert et al, 2014;Mekler et al, 2015;Pedro et al, 2015a;Utomo & Santoso, 2015) social outcomes (Hanus & Fox, 2015;Christy & Fox, 2014;Shi et al, 2014).…”
Section: What Types Of Studies?mentioning
confidence: 99%
“…In turn, game design elements which are used in the creation of Barata et al, 2014;Bernik et al, 2015;Hanus & Fox, 2015;Holman et al, 2015;Ibanez et al, 2014;Jang et al, 2015;Krause et al, 2015;Laskowski & Badurowicz, 2014;Latulipe, Long, & Seminario, 2015;Leach et al, 2014;Poole et al, 2014;Sillaots, 2014;Utomo & Santoso, 2015) Interaction with learning environment 11 (21%) Boticki et al, 2015;Herbert et al, 2014;Morschheuser et al, 2014;Nevin et al, 2014;Paiva et al, 2015;Pedro et al, 2015b;Pettit et al, 2015) Exercises 6 (12%) Hakulinen et al, 2015;Hasegawa et al, 2015;Lehtonen et al, 2015;Long & Aleven, 2014;Tvarozek & Brza, 2014) Collaboration/discussions/ social interactions 4 (8%) Knutas et al, 2014;Shi et al, 2014;Smith et al, 2014) Projects/labs 6 (12%) (Bonde et al, 2014;Boskic & Hu, 2015;Hew et al, 2016;Landers & Landers, 2015;Sillaots, 2015;Simoes et al, 2015) Tests 4 (8%) Attali & Arieli-Attali, 2015;Christy & Fox, 2014;Tu et al, 2015) Othersgamification scenarios can be divided into three categories: dynamics, mechanics and components (Werbach & Hunter, 2012). 1 Dynamics represents the highest conceptual level in a gamified system.…”
Section: What Subjects Are Gamified?mentioning
confidence: 99%
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