The effect of achievement badges on students' behavior: An empirical study in a university-level computer science course

136Citations
Citations of this article
299Readers
Mendeley users who have this article in their library.

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.

References Powered by Scopus

Using thematic analysis in psychology

110444Citations
N/AReaders
Get full text

From game design elements to gamefulness: Defining "gamification"

5925Citations
N/AReaders
Get full text

Does gamification work? - A literature review of empirical studies on gamification

3228Citations
N/AReaders
Get full text

Cited by Powered by Scopus

Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning

1170Citations
N/AReaders
Get full text

The rise of motivational information systems: A review of gamification research

1148Citations
N/AReaders
Get full text

Gamifying education: what is known, what is believed and what remains uncertain: a critical review

755Citations
N/AReaders
Get full text

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Cite

CITATION STYLE

APA

Hakulinen, L., Auvinen, T., & Korhonen, A. (2015). The effect of achievement badges on students’ behavior: An empirical study in a university-level computer science course. International Journal of Emerging Technologies in Learning, 10(1), 18–29. https://doi.org/10.3991/ijet.v10i1.4221

Readers' Seniority

Tooltip

PhD / Post grad / Masters / Doc 119

66%

Lecturer / Post doc 27

15%

Researcher 20

11%

Professor / Associate Prof. 14

8%

Readers' Discipline

Tooltip

Computer Science 53

41%

Social Sciences 32

25%

Business, Management and Accounting 27

21%

Psychology 17

13%

Article Metrics

Tooltip
Social Media
Shares, Likes & Comments: 3

Save time finding and organizing research with Mendeley

Sign up for free