Skip to main content
Erschienen in: Education and Information Technologies 6/2017

03.01.2017

The effect of badges on the engagement of students with special educational needs: A case study

verfasst von: Ourania Sitra, Vangelis Katsigiannakis, Charalampos Karagiannidis, Sofia Mavropoulou

Erschienen in: Education and Information Technologies | Ausgabe 6/2017

Einloggen

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

This paper addresses the perceived benefits from gamification in the context of special education. It presents the findings of a study evaluating the effects of a specific gamification element (badges) on the engagement of five students with special learning needs, through online courses developed on the Moodle Learning Management System (LMS). The results indicate that this particular gamification element yielded positive effects on students’ engagement and on their overall attitude towards the educational process in general.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Literatur
Zurück zum Zitat Borges, S., Durelli, V., Reis, H. & Isotani, S. (2014). A systematic mapping on gamification applied to education. In SAC ‘14 Conference (p 216–222), Gyeongju. Borges, S., Durelli, V., Reis, H. & Isotani, S. (2014). A systematic mapping on gamification applied to education. In SAC ‘14 Conference (p 216–222), Gyeongju.
Zurück zum Zitat Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: a literature review. Genova: ITD-CNR. Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: a literature review. Genova: ITD-CNR.
Zurück zum Zitat Deci, E., Koestner, R., & Ryan, M. (1985). Extrinsic rewards and intrinsic motivation in education: reconsidered once again. Review of Educational Research, 71(1), 1–27.CrossRef Deci, E., Koestner, R., & Ryan, M. (1985). Extrinsic rewards and intrinsic motivation in education: reconsidered once again. Review of Educational Research, 71(1), 1–27.CrossRef
Zurück zum Zitat De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82–91.CrossRef De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82–91.CrossRef
Zurück zum Zitat Denny, P. (2013). The effect of virtual achievements on student engagement. In Proceedings of CHI 2013: Changing Perspectives (p. 763–772), Paris. Denny, P. (2013). The effect of virtual achievements on student engagement. In Proceedings of CHI 2013: Changing Perspectives (p. 763–772), Paris.
Zurück zum Zitat Deterding, S., Khaled, R., Nacke, N. & Dixon, D. (2011). Gamification: Toward a definition. In CHI 2011 Gamification Workshop Proceedings (pp. 12–15) Deterding, S., Khaled, R., Nacke, N. & Dixon, D. (2011). Gamification: Toward a definition. In CHI 2011 Gamification Workshop Proceedings (pp. 12–15)
Zurück zum Zitat Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. (2013). Gamifying learning experiences: practical implications and outcomes. Computers & Education, 63, 380–392.CrossRef Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. (2013). Gamifying learning experiences: practical implications and outcomes. Computers & Education, 63, 380–392.CrossRef
Zurück zum Zitat Ern, M. (2014). The use of gamification and serious games within interventions for children with autism spectrum disorder. A systematic review. University of Twente: Master thesis. Ern, M. (2014). The use of gamification and serious games within interventions for children with autism spectrum disorder. A systematic review. University of Twente: Master thesis.
Zurück zum Zitat Fogg, B. J. (2009). A Behavior Model for Persuasive Design. In Proceedings of the 4th International Conference on Persuasive Technology. California, USA. Fogg, B. J. (2009). A Behavior Model for Persuasive Design. In Proceedings of the 4th International Conference on Persuasive Technology. California, USA.
Zurück zum Zitat Gaasland, M. (2011). Game mechanic based e-learning. Science and Technology University of Norway: Master Thesis. Gaasland, M. (2011). Game mechanic based e-learning. Science and Technology University of Norway: Master Thesis.
Zurück zum Zitat Garamkhand, S., et al. (2014). The role of gamification in education: a literature review. Contemporary Engineering Sciences., 7, 1609–1616.CrossRef Garamkhand, S., et al. (2014). The role of gamification in education: a literature review. Contemporary Engineering Sciences., 7, 1609–1616.CrossRef
Zurück zum Zitat Gibson, D., et al. (2013). The role of gamification and game-based learning. Research and Development in Higher Education: The Place of Learning and Teaching, 36, 514–523. Gibson, D., et al. (2013). The role of gamification and game-based learning. Research and Development in Higher Education: The Place of Learning and Teaching, 36, 514–523.
Zurück zum Zitat Glover, I. (2013). Play as you learn: gamification as a technique for motivating learners. In: Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2013. Glover, I. (2013). Play as you learn: gamification as a technique for motivating learners. In: Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2013.
Zurück zum Zitat Hamari, J. & Koivisto, J. (2013). Social motivations to use gamification: an empirical study of gamifying exercise. In Proceedings of the European Conference on Information Systems, Utrecht. Hamari, J. & Koivisto, J. (2013). Social motivations to use gamification: an empirical study of gamifying exercise. In Proceedings of the European Conference on Information Systems, Utrecht.
Zurück zum Zitat Hamari, J., Koivisto, J. & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. System Sciences (HICSS), 47th Hawaii International Conference System Science (p. 3025–3034), Hawaii. Hamari, J., Koivisto, J. & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. System Sciences (HICSS), 47th Hawaii International Conference System Science (p. 3025–3034), Hawaii.
Zurück zum Zitat Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. USA: Pfeiffer. Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. USA: Pfeiffer.
Zurück zum Zitat Kiryakova, G., Angelova, N., & Yordanova, N. (2014). Gamification in education. In Proceedings of 9th International Balkan Education and Science Conference. Trakya University, Edirne. Kiryakova, G., Angelova, N., & Yordanova, N. (2014). Gamification in education. In Proceedings of 9th International Balkan Education and Science Conference. Trakya University, Edirne.
Zurück zum Zitat Lee, J., & Hammer, J. (2011). Gamification in education: what, how, why bother? Definitions and uses. Exchange Organizational Behavior Teaching Journal, 15(2), 1–5. Lee, J., & Hammer, J. (2011). Gamification in education: what, how, why bother? Definitions and uses. Exchange Organizational Behavior Teaching Journal, 15(2), 1–5.
Zurück zum Zitat Li, W., Grossman, T., & Fitzmaurice, G. (2012). GamiCAD: a gamified tutorial system for first time autocad users. In Proceedings of the 25th annual ACM symposium on User interface software and technology, October 7-10, 2012 (pp. 103-112). Cambridge, Massachusetts, USA: ACM. Li, W., Grossman, T., & Fitzmaurice, G. (2012). GamiCAD: a gamified tutorial system for first time autocad users. In Proceedings of the 25th annual ACM symposium on User interface software and technology, October 7-10, 2012 (pp. 103-112). Cambridge, Massachusetts, USA: ACM.
Zurück zum Zitat Mazurek, K., & Winzer, M. A. (1994). Comparative studies in special education. Washington: Gallaudet University Press. Mazurek, K., & Winzer, M. A. (1994). Comparative studies in special education. Washington: Gallaudet University Press.
Zurück zum Zitat Morris, B., Croker, S., Zimmerman, C., Gill, D., & Romig, C. (2013). Gaming science: the gamification of scientific thinking. Frontiers in Psychology, 4(607), 1–17. Morris, B., Croker, S., Zimmerman, C., Gill, D., & Romig, C. (2013). Gaming science: the gamification of scientific thinking. Frontiers in Psychology, 4(607), 1–17.
Zurück zum Zitat Morschheuser, B. S., Rivera-Pelayo, V., Mazarakis, A. & Zacharias, V. (2014). Interaction and reflection with quantified self and gamification: an experimental study. Journal of Literacy and Technology, 15(2), 136–156. Morschheuser, B. S., Rivera-Pelayo, V., Mazarakis, A. & Zacharias, V. (2014). Interaction and reflection with quantified self and gamification: an experimental study. Journal of Literacy and Technology, 15(2), 136–156.
Zurück zum Zitat Muntean, C.I. (2011). Raising engagement in e-learning through gamification. The 6th International Conference on Virtual Learning (p. 323–329). Muntean, C.I. (2011). Raising engagement in e-learning through gamification. The 6th International Conference on Virtual Learning (p. 323–329).
Zurück zum Zitat OECD (2015). Graph 5.1. Access to computers at home and students’ socio-economic status, in students, computers and learning. Paris: OECD Publishing. OECD (2015). Graph 5.1. Access to computers at home and students’ socio-economic status, in students, computers and learning. Paris: OECD Publishing.
Zurück zum Zitat Santos Ferreira, B. & Lacerda Santos, G. (2015). Gamification as a didactic strategy: application in the teacher’s training of educational software. UnB, Brazil: University of Brasilia. Santos Ferreira, B. & Lacerda Santos, G. (2015). Gamification as a didactic strategy: application in the teacher’s training of educational software. UnB, Brazil: University of Brasilia.
Zurück zum Zitat Surendeleg, G., Murwa, V., Yun, H. K., & Kim, Y. S. (2014). The role of gamification in education a literature review. Contemporary Engineering Sciences, 7,(2932), 1609–1616.CrossRef Surendeleg, G., Murwa, V., Yun, H. K., & Kim, Y. S. (2014). The role of gamification in education a literature review. Contemporary Engineering Sciences, 7,(2932), 1609–1616.CrossRef
Zurück zum Zitat Witt, M., Scheiner, C., & Robra-Bissantz, S. (2011). Gamification of online idea competitions: Insights from an explorative case. INFORMATIK 2011—Informatik schafft Communities, 41, 390. Witt, M., Scheiner, C., & Robra-Bissantz, S. (2011). Gamification of online idea competitions: Insights from an explorative case. INFORMATIK 2011—Informatik schafft Communities, 41, 390.
Zurück zum Zitat Zichermann, G., & Cunningham, C. (2011). Gamification by design: implementing game mechanics in web and mobile apps. USA: O’Reilly Media. Zichermann, G., & Cunningham, C. (2011). Gamification by design: implementing game mechanics in web and mobile apps. USA: O’Reilly Media.
Metadaten
Titel
The effect of badges on the engagement of students with special educational needs: A case study
verfasst von
Ourania Sitra
Vangelis Katsigiannakis
Charalampos Karagiannidis
Sofia Mavropoulou
Publikationsdatum
03.01.2017
Verlag
Springer US
Erschienen in
Education and Information Technologies / Ausgabe 6/2017
Print ISSN: 1360-2357
Elektronische ISSN: 1573-7608
DOI
https://doi.org/10.1007/s10639-016-9550-5

Weitere Artikel der Ausgabe 6/2017

Education and Information Technologies 6/2017 Zur Ausgabe

Premium Partner