Cargando…
A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design
BACKGROUND: In the past, the educational badge was an extrinsic means of rewarding the motivation to learn. Based on continued research, however, the badge began to be recognized as a scale to measure the learner’s knowledge and skill and an important means of helping learners to gradually build int...
Autores principales: | , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2019
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6658268/ https://www.ncbi.nlm.nih.gov/pubmed/31144664 http://dx.doi.org/10.2196/14342 |
_version_ | 1783438934770974720 |
---|---|
author | Park, Sungjin Kim, Sangkyun |
author_facet | Park, Sungjin Kim, Sangkyun |
author_sort | Park, Sungjin |
collection | PubMed |
description | BACKGROUND: In the past, the educational badge was an extrinsic means of rewarding the motivation to learn. Based on continued research, however, the badge began to be recognized as a scale to measure the learner’s knowledge and skill and an important means of helping learners to gradually build intrinsic motivation by using certain extrinsic motivators. As the badge’s value has grown, the importance of its design has garnered attention. OBJECTIVE: The objective of this research was to establish a badge design framework that can be used in a gamified learning environment. METHODS: Data were collected from previous studies on badge design, 943 badge cases were extracted from 11 online and offline gamification in education contents, and their patterns and features were analyzed. RESULTS: Based on the analysis of results from previous studies and 943 collected badge cases, our study suggests three conditions for badge design. Through the literature review and collected badge cases, our study designed a badge design framework. First, it is necessary to distinguish whether the type of learning activity required for earning badges is physical or conceptual. Second, it is necessary to distinguish whether the scale of an activity required for earning badges requires individual learning or interaction-induced learning. Third, it is important to review whether the time and effort invested in earning badges is simple, repetitive, and short-term or continuous and long-term. Based on these three conditions, collected badge cases were analyzed. To verify self-developed badge types, we conducted a chi-square test on the collected cases and confirmed that there was a significant difference for each of the eight badge types (Pearson chi-square 1117.7, P<.001). CONCLUSIONS: Through its literature review on previous studies, this study demonstrated the badge’s educational effectiveness. The badge design framework suggested in our study is expected to resolve some of the difficulties experienced during the badge design process in a gamified learning environment, encourage efficient badge design, and maximize learning effect. |
format | Online Article Text |
id | pubmed-6658268 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-66582682019-07-31 A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design Park, Sungjin Kim, Sangkyun JMIR Serious Games Original Paper BACKGROUND: In the past, the educational badge was an extrinsic means of rewarding the motivation to learn. Based on continued research, however, the badge began to be recognized as a scale to measure the learner’s knowledge and skill and an important means of helping learners to gradually build intrinsic motivation by using certain extrinsic motivators. As the badge’s value has grown, the importance of its design has garnered attention. OBJECTIVE: The objective of this research was to establish a badge design framework that can be used in a gamified learning environment. METHODS: Data were collected from previous studies on badge design, 943 badge cases were extracted from 11 online and offline gamification in education contents, and their patterns and features were analyzed. RESULTS: Based on the analysis of results from previous studies and 943 collected badge cases, our study suggests three conditions for badge design. Through the literature review and collected badge cases, our study designed a badge design framework. First, it is necessary to distinguish whether the type of learning activity required for earning badges is physical or conceptual. Second, it is necessary to distinguish whether the scale of an activity required for earning badges requires individual learning or interaction-induced learning. Third, it is important to review whether the time and effort invested in earning badges is simple, repetitive, and short-term or continuous and long-term. Based on these three conditions, collected badge cases were analyzed. To verify self-developed badge types, we conducted a chi-square test on the collected cases and confirmed that there was a significant difference for each of the eight badge types (Pearson chi-square 1117.7, P<.001). CONCLUSIONS: Through its literature review on previous studies, this study demonstrated the badge’s educational effectiveness. The badge design framework suggested in our study is expected to resolve some of the difficulties experienced during the badge design process in a gamified learning environment, encourage efficient badge design, and maximize learning effect. JMIR Publications 2019-05-29 /pmc/articles/PMC6658268/ /pubmed/31144664 http://dx.doi.org/10.2196/14342 Text en ©Sungjin Park, Sangkyun Kim. Originally published in JMIR Serious Games (http://games.jmir.org), 29.05.2019. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Park, Sungjin Kim, Sangkyun A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design |
title | A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design |
title_full | A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design |
title_fullStr | A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design |
title_full_unstemmed | A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design |
title_short | A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design |
title_sort | badge design framework for a gamified learning environment: cases analysis and literature review for badge design |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6658268/ https://www.ncbi.nlm.nih.gov/pubmed/31144664 http://dx.doi.org/10.2196/14342 |
work_keys_str_mv | AT parksungjin abadgedesignframeworkforagamifiedlearningenvironmentcasesanalysisandliteraturereviewforbadgedesign AT kimsangkyun abadgedesignframeworkforagamifiedlearningenvironmentcasesanalysisandliteraturereviewforbadgedesign AT parksungjin badgedesignframeworkforagamifiedlearningenvironmentcasesanalysisandliteraturereviewforbadgedesign AT kimsangkyun badgedesignframeworkforagamifiedlearningenvironmentcasesanalysisandliteraturereviewforbadgedesign |