DIGITAL LIBRARY
BADGES - THE POSSIBILITY OF INCREASING MOTIVATION IN THE EDUCATIONAL PROCESS
1 University of Zilina (SLOVAKIA)
2 Ambis University (CZECH REPUBLIC)
About this paper:
Appears in: EDULEARN23 Proceedings
Publication year: 2023
Pages: 4175-4179
ISBN: 978-84-09-52151-7
ISSN: 2340-1117
doi: 10.21125/edulearn.2023.1113
Conference name: 15th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2023
Location: Palma, Spain
Abstract:
Nowadays, most students are among the individuals who grew up surrounded by digital technologies. Compared to older generations, they thus have different learning styles, access to the learning process and much higher requirements and needs regarding teaching. Although the world is now in an era based on new technologies, the current education system is still rooted in the past and in a state that is far from meeting the needs of today. While in most industries new technologies are implemented relatively quickly and emphasis is also placed on innovation and adaptation, the education system remains essentially the same and every potential innovation is viewed with a bit of distrust by society. The main and very common problem in education is the fact that students are not actively involved in the learning process. However, gamification aims to increase human motivation and performance regarding a certain activity. This is achieved thanks to game design and the application of various elements such as points, badges, leaderboards, levels, rewards, narrative, teammates, and many others. Gamification has also entered the educational environment, mainly due to the effort to motivate students. The paper is focused on the analysis of the effectiveness of the use of individual game elements in the educational process. For the purposes of this study, the method of collecting data through a questionnaire was chosen. The survey was conducted in December 2022 by the CAWI method, on a representative sample of 200 students. Due to the nature of the research objective, two-dimensional descriptive statistics for the evaluation of interdependent variables (Chi-square test) were used. Based on the research outcomes, it has been found out that badges are the most effective game element.
Keywords:
Gamification, badges, education.