2015
DOI: 10.1177/0735633115620433
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Effects of the Badge Mechanism on Self-Efficacy and Learning Performance in a Game-Based English Learning Environment

Abstract: A growing number of studies have been conducted on digital game-based learning (DGBL). However, there has been a lack of attention paid to individuals' self-efficacy and learning performance in the implementation of DGBL. This study therefore investigated how the badge mechanism in DGBL enhanced users' self-efficacy in the subject domain of English as a foreign language. In the study, a digital gamebased English learning environment was designed with a badge mechanism including digital badges, leaderboard rank… Show more

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Cited by 60 publications
(52 citation statements)
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References 47 publications
(72 reference statements)
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“…Students may display these badges on their own social media or personal profiles, websites, etc (Casilli & Hickey, 2016). There are a growing number of examples of the practice of issuing digital badges with positive findings, including recent work in English education (Yang, Quadir, & Chen, 2015), medical education (Mehta, Hull, Young, & Stoller, 2013), and secondary STEM education (Elkordy, 2016).…”
Section: Digital Badgesmentioning
confidence: 99%
“…Students may display these badges on their own social media or personal profiles, websites, etc (Casilli & Hickey, 2016). There are a growing number of examples of the practice of issuing digital badges with positive findings, including recent work in English education (Yang, Quadir, & Chen, 2015), medical education (Mehta, Hull, Young, & Stoller, 2013), and secondary STEM education (Elkordy, 2016).…”
Section: Digital Badgesmentioning
confidence: 99%
“…Educators also reported the positive effect of a scoring (reward) system for student engagement. Gamification techniques have been shown to positively affect learning performance of young language learners (Yang, Quadir & Chen, 2016). Relevant literature speaks for the benefits of simulations and games for acquiring language skills (Peterson, 2009).…”
Section: Discussionmentioning
confidence: 99%
“…They observed that badges and leaderboards had a more positive influence on students than points, avatars, levels, and virtual goods. Similarly, Yang et al (2016) found that digital badges and leaderboard rankings were crucial to enhancing the self-efficacy and learning performance of students studying English. They also suggested that a friendly, effective, enjoyable, and interesting game interface may help create a positive attitude that could enhance students' selfefficacy.…”
Section: Use Of Gamification With Schoolchildrenmentioning
confidence: 95%