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 throughout the semester. We conducted an experiment 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 correctly on the first attempt, doing exercises early, or solving all the exercises in a round with full points. Grading was the same for both groups, i.e. collecting badges did not affect the final grade, even though the exercise points themselves did. Students’ activity in TRAKLA2 was logged in order to find out whether the achievement badges had an effect on their behavior. We also collected numerical and open-ended feedback in order to find out students’ attitudes towards the badges. Our results show that achievement badges can be used to affect students’ behavior. Statistically significant differences were observed in the time used per exercise, number of sessions, total time, and normalized total number of badges. Furthermore, the majority of the students reported being motivated by the badges. Based on our findings, achievement badges seem to be a promising method to motivate students and to encourage desired study practices.

Highlights

  • Achievement badges are a form of gamification that are used in an attempt to increase user engagement and motivation in various systems

  • We describe and evaluate the use of gamification in TRAKLA2, which is an online learning environment used in university-level Data Structures and Algorithms courses [7]

  • All students who completed at least one TRAKLA2 exercise are included in the comparison between treatment and control groups (N = 281)

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Summary

Introduction

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. Achievement badges seem to be a promising method to motivate students and to encourage desired study practices. The goal of gamification is to apply elements from games to nongame systems in order to make them more motivating and engaging, while not turning them into fully-fledged games. A badge typically appears to the user as a graphical icon after reaching an achievement They do not necessarily have practical value to users, i.e. they are not worth money or open new possibilities in a game or a learning environment. Hamari et al [6] point out in their review on gamification research that many gamification studies are descriptive in nature and more research with rigorous methodologies is needed to understand its effects

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