scholarly journals Development of Leaderboard Design Principles to Improve Motivation in a Gamified Learning Environment (Preprint)

10.2196/14746 ◽  
2019 ◽  
Author(s):  
Sungjin Park ◽  
Sangkyun Kim
2019 ◽  
Author(s):  
Sungjin Park ◽  
Sangkyun Kim

BACKGROUND Gamification in education enhances learners’ motivation, problem-solving and decision making abilities, and social skills such as communication. Numerous on-going 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 motivation for learning. OBJECTIVE This study suggests principles for leaderboard design to assist learners in efficient goal setting, improve learning motivation, and promote learning in gamified learning environments. METHODS This study analyze previous studies on leaderboards that focus on their educational effectiveness and influence on social interactions and apply our findings to leaderboard design principles. RESULTS This study determined four leaderboard design objectives from previous studies. Based on these objectives, we developed three 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 the learning environment. This study further analyzes best practices considering the three leaderboard design principles. CONCLUSIONS This study helps to resolve the problems associated with leaderboard design for the application of gamification in educational environments. In classrooms, teachers use existing gamification services. However, this study advocates applying the leaderboard design principles suggested in this research.


2020 ◽  
Vol 17 (2) ◽  
pp. 94-110 ◽  
Author(s):  
John Aries I Malahito ◽  
Maria Ana T Quimbo

In this era of digital media, teachers are competing against technological advancements in gaining students’ engagement and attention. Incorporating game elements in the learning environment known as gamification is a new field of study that re-engages students in learning. This study was done primarily to create a gamified learning environment that will serve as another teaching strategy to engage students in learning. The learning environment was aligned with the principles of gamification and was called Gamified-Class or simply G-Class. Using data gathered from 27 freshman college students, G-Class was developed following the Analysis–Design–Development–Implementation–Evaluation model of instructional design and using the Mechanics–Dynamics–Aesthetics framework of game design. The material was implemented in a General Physics class through a quasi-experimental research design. A G-Class mobile and desktop application together with a user guide was created. G-Class was evaluated both as instructional design material and as instructional task. As an instructional design, it was assessed in terms of content and learning objectives; design, interactivity, and usability; and assessment aligned with learning outcomes. As an instructional task, G-Class was assessed using the Intrinsic Motivation Inventory which consisted of four subscales in a 7-point Likert scale, namely, interest/enjoyment, perceived competence, choice, and pressure/tension. Overall, G-Class was given positive rating both as instructional material and as instructional task. With an overall rating of 5.60, students were found to be more engaged with their subject. Applying gamification in the learning environment pointed to its beneficial effects in enhancing students’ engagement in learning.


Author(s):  
Dokun Oluwajana ◽  
Muesser Nat ◽  
Adeleye Idowu ◽  
Vanye Vanduhe ◽  
Samson Fadiya

Author(s):  
Jon Dron

This book offers an exploration of the ways that a learning trajectory is determined, and, in particular, how an online learning environment can affect that trajectory. It provides suggestions about how, primarily through technologies that underlie what is vulgarly known as “Web 2.0,” networked learning environments should be constructed to give control to learners if they need it, as they need it, and when they need it.


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