Park Sungjin, Kim Sangkyun
Department of Industrial Engineering, Kangwon National University, Chuncheon, Republic of Korea.
JMIR Serious Games. 2021 Apr 20;9(2):e14746. doi: 10.2196/14746.
Gamification in education enhances learners' motivation, problem-solving abilities, decision-making abilities, and social skills such as communication. Numerous ongoing studies are examining the application of gamification design methodology and game mechanics to a learning environment. Leaderboards are a type of game mechanic that assist learners in goal setting and unleash the motivation for learning.
The aim of this study was to develop leaderboard design principles to assist learners in efficient goal setting, improve learning motivation, and promote learning in gamified learning environments.
This study implemented 2 different strategies. First, we analyzed previous research on leaderboards that focus on educational efficacy and influence on social interactions. Second, we collected and analyzed data related to cases of leaderboards being used in educational and sport environments.
This study determined 4 leaderboard design objectives from previous studies. Based on these objectives, we developed 3 leaderboard design principles. First, macro leaderboards and micro leaderboards should be designed and used together. Second, all the elements used to measure learners' achievements in an educational environment should be incorporated into the micro leaderboard. Third, leaderboards should be designed and considered for application in contexts other than learning environments. This study further analyzes best practices considering the 3 leaderboard design principles.
This study contributes toward resolving problems associated with leaderboard design for the application of gamification in educational environments. Based upon our results, we strongly suggest that when teachers consider applying gamification in classrooms, the leaderboard design principles suggested in this research should be incorporated.
教育中的游戏化可增强学习者的动机、解决问题的能力、决策能力以及沟通等社交技能。众多正在进行的研究正在考察游戏化设计方法和游戏机制在学习环境中的应用。排行榜是一种游戏机制,可帮助学习者设定目标并激发学习动机。
本研究旨在制定排行榜设计原则,以帮助学习者高效设定目标,提高学习动机,并促进游戏化学习环境中的学习。
本研究实施了两种不同策略。首先,我们分析了以往关于排行榜的研究,这些研究侧重于教育效果和对社交互动的影响。其次,我们收集并分析了与教育和体育环境中使用排行榜的案例相关的数据。
本研究从以往研究中确定了4个排行榜设计目标。基于这些目标,我们制定了3条排行榜设计原则。第一,应同时设计和使用宏观排行榜和微观排行榜。第二,用于衡量学习者在教育环境中成就的所有要素都应纳入微观排行榜。第三,排行榜的设计应考虑在学习环境以外的其他情境中应用。本研究进一步分析了考虑这3条排行榜设计原则的最佳实践。
本研究有助于解决教育环境中游戏化应用的排行榜设计相关问题。基于我们的研究结果,我们强烈建议教师在考虑在课堂上应用游戏化时,应纳入本研究提出的排行榜设计原则。