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Proposing a Badge System Based on Gamification Theories for a Digital Learning Environment

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The objective of this study was to design a learner-centered badge system for a digital learning environment based on gamification theories. In order to achieve this objective, current theories in gamification were reviewed, compared, and integrated into a system. Badges in the digital learning environment are expected to do the following: (1) be recognized in social interactions in online communities, such as message forums; (2) stimulate collaboration and, potentially, friendly competition; (3) be publicly visible/displayed, including as credentials; (4) permanent and meta badges can be stored in a list; (5) provide privileges, such as additional personalized content; (6) support capabilities such as outcomes or competencies, sub-capabilities such as learning objectives, and assessments. The proposed badge system in this study was explained in detail, covering interoperability, delivery, and instructor/avatar. In conclusion, the proposed badge system shall do the following: (1) motivate by targeting feelings of competence, autonomy, and relatedness; (2) recognize and reward effort, skill, and achievement, and increase self-efficacy; (3) increase social interaction, including cooperation, collaboration and competition; (4) increase goal setting to support self-regulated learning; (5) increase feedback and reflection; (6) provide credential capabilities to consumers of that data beyond courses and programs.

Abstract

The objective of this study was to design a learner-centered badge system for a digital learning environment based on gamification theories. In order to achieve this objective, current theories in gamification were reviewed, compared, and integrated into a system. Badges in the digital learning environment are expected to do the following: (1) be recognized in social interactions in online communities, such as message forums; (2) stimulate collaboration and, potentially, friendly competition; (3) be publicly visible/displayed, including as credentials; (4) permanent and meta badges can be stored in a list; (5) provide privileges, such as additional personalized content; (6) support capabilities such as outcomes or competencies, sub-capabilities such as learning objectives, and assessments. The proposed badge system in this study was explained in detail, covering interoperability, delivery, and instructor/avatar. In conclusion, the proposed badge system shall do the following: (1) motivate by targeting feelings of competence, autonomy, and relatedness; (2) recognize and reward effort, skill, and achievement, and increase self-efficacy; (3) increase social interaction, including cooperation, collaboration and competition; (4) increase goal setting to support self-regulated learning; (5) increase feedback and reflection; (6) provide credential capabilities to consumers of that data beyond courses and programs.

참고문헌 (17)

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  3. Deci, E. L., "Intrinsic motivation and self-determination in human behavior" (1985), Plenum
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  7. Hamzah, W. M., "Enhancement of the ARCS model for gamification of learning", 2014 3rd International Conference on User Science and Engineering (i-USEr), pp.287~291 (2014)
  8. Haskell, C., "Cases on digital game-based learning: Methods, models, and strategies", pp.302~340 (2013)
  9. Badges Design Principles Documentation Project: January Interim Report, "Hickey, D. T.", Indiana University, Center for Research on Learning and Technology, ~ (2014)
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  11. Kapp, K. M., "The gamification of learning and instruction: Game-based methods and strategies for training and education" (2012), Pfeiffer
  12. Keller, J., "First principles of motivation to learn and e3-learning", Distance Education, 29(2), pp.175~185 (2008)
  13. Liao, Li-Fen, "A flow theory perspective on learner motivation and behavior in distance education", Distance Education, 27(1), pp.45~62 (2006)
  14. Mughal, F., "Experiential learning from a constructivist perspective: Reconceptualizing the Kolbian Cycle", International Journal of Learning & Development, 1(2), pp.27~37 (2014)
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  16. Seaborn, K., "Gamification in theory and action: A survey", International journal of Human-Computer Studies, 74, pp.14~31 (2015)
  17. Whitton, N., "Digital Games and Learning: Research and Theory" (2014), Routledge

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