The use of digital badges and gamification strategies to increase student engagement and achievement in eLearning environments is investigated. Badges serve as visual representations of achievement, and they can be used as achievement identifiers in eLearning environments. Gamification strategies include the use of typical game playing elements (points, leaderboards, etc.) in non-game activities. After an extensive literature review, the authors provide data from a recent pilot study of the implementation of digital badges and gamification strategies in two eLearning courses composed of 52 students offered in the spring of 2016 at a university in the Southeastern United States. Student engagement, participation, and achievement was investig...
Introduction In 2011, U.S. Secretary of Education, Arne Duncan endorsed digital badges as growing ph...
Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers...
In this research, gamification techniques were investigated on how they could be effectively used in...
Achievement badges are a form of gamification that are used in an attempt to increase user engagemen...
Gamification, the implementation of game elements in a non-game context, is a rapidly growing field ...
Gamification has been gaining increasing acceptability in recent times in educational and commercial...
Many students entering higher education (HE) today have never known life without the internet. By th...
Digital badges provide new affordances for online educational activities and experiences. When used ...
Badges are non fungible tokens used to document or certify achievements in academics or in any other...
Over recent years, gamification has been a frequent strategy to increase user engagement. Gamificati...
This paper addresses the perceived benefits from gamification in the context of special education. I...
The article describes the Impact of using Gamification Elements like Badges, Status Bar and a Rating...
There has been much hype in relation to the emergence of digital badging in education. This paper se...
In this paper, we describe an online course management system (titled Adventures in Emerging Media) ...
Digital badges, touted as a gamification tool that can potentially influence learner motivation, eng...
Introduction In 2011, U.S. Secretary of Education, Arne Duncan endorsed digital badges as growing ph...
Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers...
In this research, gamification techniques were investigated on how they could be effectively used in...
Achievement badges are a form of gamification that are used in an attempt to increase user engagemen...
Gamification, the implementation of game elements in a non-game context, is a rapidly growing field ...
Gamification has been gaining increasing acceptability in recent times in educational and commercial...
Many students entering higher education (HE) today have never known life without the internet. By th...
Digital badges provide new affordances for online educational activities and experiences. When used ...
Badges are non fungible tokens used to document or certify achievements in academics or in any other...
Over recent years, gamification has been a frequent strategy to increase user engagement. Gamificati...
This paper addresses the perceived benefits from gamification in the context of special education. I...
The article describes the Impact of using Gamification Elements like Badges, Status Bar and a Rating...
There has been much hype in relation to the emergence of digital badging in education. This paper se...
In this paper, we describe an online course management system (titled Adventures in Emerging Media) ...
Digital badges, touted as a gamification tool that can potentially influence learner motivation, eng...
Introduction In 2011, U.S. Secretary of Education, Arne Duncan endorsed digital badges as growing ph...
Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers...
In this research, gamification techniques were investigated on how they could be effectively used in...