2015
DOI: 10.1016/j.chb.2014.12.028
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We don’t need no stinkin’ badges: The impact of reward features and feeling rewarded in educational games

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Cited by 31 publications
(24 citation statements)
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References 34 publications
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“…For example, Haaranen et al (2014) evaluated that users of LMSs have strongly negative emotions towards badges. Hence, to achieve long-term effects regarding motivation, more approaches should focus on the use of intrinsically motivating gamification elements (McKernan et al 2015). More precisely, basic psychological literature demonstrates that individuals are intrinsically motivated to fulfill activities that satisfy their basic psychological needs (Deci and Ryan 2000).…”
Section: Rq 22: Which Gamification Elements Would Users Of Lmss Combmentioning
confidence: 99%
“…For example, Haaranen et al (2014) evaluated that users of LMSs have strongly negative emotions towards badges. Hence, to achieve long-term effects regarding motivation, more approaches should focus on the use of intrinsically motivating gamification elements (McKernan et al 2015). More precisely, basic psychological literature demonstrates that individuals are intrinsically motivated to fulfill activities that satisfy their basic psychological needs (Deci and Ryan 2000).…”
Section: Rq 22: Which Gamification Elements Would Users Of Lmss Combmentioning
confidence: 99%
“…Our second game, CYCLES Carnivale, involved creating six versions of the game, 100 play and pilot testers, 1224 experiment participants recruited from three universities, and interviews with 60 of those participants. The details of each experiment are described elsewhere [4][5][6][7][8][9]. In addition to the university participants in the experiments, the play tests and interviews with intelligence analysts provided ongoing feedback on the game mechanics and content.…”
Section: Materials and Methods: Cycles Training Center And Cycles Carmentioning
confidence: 99%
“…Researchers have long argued that digital games are uniquely suited for teaching and training users [1][2][3]. Yet, despite decades of research demonstrating that games can be effective pedagogical tools, we found in a series of studies where many of the features that were typically assumed to be foundational for designing effective educational games were not as important as other factors that past games research has rarely manipulated [4][5][6][7][8][9]. By quantitatively and qualitatively analyzing the design changes made over multiple iterations of two games, in this article, we outline a process to empirically assess iterative game design and identify several new variables for experimental training game research.…”
Section: Introductionmentioning
confidence: 92%
“…A key takeaway in this regard was the realization that, regardless of game genre, we did not need a game that also teaches bias mitigation; instead, we needed a teaching strategy that was a game. With respect to addressing these pedagogical goals, both games were either simplified or adapted more closely to our teaching strategies (Barton et al, 2015; Martey et al, 2014; McKernan et al, 2015; Shaw et al, 2016; Symborski et al, 2014) across multiple game iterations to achieve maximum game efficacy. The result is a teaching game where every element is consequential: There is no room for extraneous content that could distract players’ focus on learning.…”
Section: The Game: Find a Teaching Strategy That Is Also A Gamementioning
confidence: 99%