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To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course

机译:游戏化还是不游戏化?对在线学习课程中徽章对动机,活动和绩效的影响进行的实验性现场研究

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摘要

Over the last few years, the implementation of game elements like badges in non-game environments has become increasingly popular (Butler, 2014). In this study, we tested whether badges, which could be received for successful task performance and specific activities within an e-learning course in a higher education setting, had an impact on students' motivation and performance. In a between-subjects experimental field study, students were randomly assigned to three different conditions (no badges, badges visible to peers, badges only visible to students themselves). The results show that badges have less impact on motivation and performance than is commonly assumed. Independent of condition, students' intrinsic motivation decreased over time. Contrary to expectation, the badges that could only be viewed by the students themselves were evaluated more positively than those that could also be viewed by others.
机译:在过去的几年中,在非游戏环境中实施游戏元素(例如徽章)变得越来越流行(Butler,2014年)。在这项研究中,我们测试了在高等教育环境中的电子学习课程中为成功完成任务表现和特定活动而获得的徽章是否对学生的动机和表现有影响。在受试者之间进行的实验田野研究中,将学生随机分配到三种不同的条件(没有徽章,同学可见的徽章,只有学生自己可见的徽章)。结果表明,徽章对动力和性能的影响比通常假定的要小。与条件无关,学生的内在动机随着时间的推移而下降。与期望相反,仅学生自己可以查看的徽章比其他人也可以看到的评分更高。

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