Abstract

AbstractBackgroundAs one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient.ObjectivesThis study explored which difficulty was more conducive to learning performance in leaderboard context, and when and how it played a role.MethodsTo address these questions, this study conducted a 2 (dominant goal orientation: learning/performance) × 2 (difficulty: high/low) between‐subjects design. Seventy‐eight dominant learning‐oriented and 78 dominant performance‐oriented participants were recruited and randomly assigned to the high or low difficulty group respectively.Results and ConclusionsParticipants in the low difficulty group experienced more positive emotions, less negative emotions, and higher learning motivation than those in the high difficulty group, but the effect of difficulty on performance was not significant. Moreover, goal orientation did not moderate the effects of difficulty, dominant learning‐oriented and performance‐oriented learners were equally affected by difficulty. Further mediating analysis showed that negative emotions and learning motivation rather than positive emotions mediated the relationship between difficulty and learning performance.ImplicationsThese results confirmed the positive effect of low difficulty in leaderboard context, as well as the mediating roles of emotions and motivation involved in the relationship between difficulty and learning performance. These findings enlighten us that it is necessary to equip leaderboards in educational gamification with achievable difficulty.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.