The Effect of Achievement Badges on Students’ Behavior: An Empirical Study in a University-Level Computer Science Course
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Achievement badges are a form of gamification that are used in an attempt to increase user engagement and motivation in various systems. A badge is typically a graphical icon that appears as a reward for the user after reaching an achievement but that has no practical value. In this study, we describe and evaluate the use of achievement badges in the TRAKLA2 online learning environment where students solve interactive, automatically assessed exercises in a Data Structures and Algorithms course throughout the semester. We conducted an experiment where the students (N=281) were randomly divided into a treatment and a control group, with and without achievement badges. Students in the treatment group were awarded achievement badges, for example, for solving exercises correctly on the first attempt, doing exercises early, or solving all the exercises in a round with full points. Grading was the same for both groups, i.e. collecting badges did not affect the final grade, even though the exercise points themselves did. Students’ activity in TRAKLA2 was logged in order to find out whether the achievement badges had an effect on their behavior. We also collected numerical and open-ended feedback in order to find out students’ attitudes towards the badges. Our results show that achievement badges can be used to affect students’ behavior. Statistically significant differences were observed in the time used per exercise, number of sessions, total time, and normalized total number of badges. Furthermore, the majority of the students reported being motivated by the badges. Based on our findings, achievement badges seem to be a promising method to motivate students and to encourage desired study practices.
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Hakulinen et al. (2015) present convincing evidence that points, badges and leaderboard incorporated in online Java exercises increase the use of an open learning environment.
“For example, (Hakulinen et al., 2015) present convincing evidence that points, badges and leaderboard incorporated in online Java exercises increases the use of an open learning environment.”
From Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017) · cites this paper as Hakulinen et al., 2015
The Results report that students offered badges spent significantly more time in TRAKLA2 and had more exercise sessions than controls, supporting increased use of the online learning environment. But the study tested badges, not a combined points–badges–leaderboard intervention: exercise points applied to both groups, and Future Work says the social aspect was missing. Materials and Procedure describes algorithm-simulation exercises, not specifically online Java exercises. (LLM, conf=0.90)
Experimental — accuracy not yet measuredTwo reviewed papers report positive outcomes for using single game elements, but one is for badges and the other one for leaderboards.
“For example, two papers (Hakulinen et al., 2015) and (Landers & Landers, 2015) report positive outcomes for using single game elements, but one is for badges and the other one for leaderboards.”
From Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017) · cites this paper as Hakulinen et al., 2015
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Modirrousta-Galian, A., Higham, P. A., & Seabrooke, T. (2023) · Journal of Experimental Psychology Applied · doi:10.1037/xap0000458 · Cited by 29 · see citing works
Gamification as a Field Landmark in Educational Research
Raitskaya, L., & Тихонова, Е. В. (2019) · Journal of language and Education · doi:10.17323/jle.2019.10688 · Cited by 22 · see citing works
O’Connor, E. A., & Worman, T. (2018) · Journal of Educational Technology Systems · doi:10.1177/0047239518817545 · Cited by 21 · see citing works
How and why are digital badges being used in higher education in New Zealand?
Hartnett, M. K. (2021) · Australasian Journal of Educational Technology · doi:10.14742/ajet.6098 · Cited by 21 · see citing works
Managing Gamified Programming Courses with the FGPE Platform
Paiva, J. C., Queirós, R., Leal, J. P., Swacha, J., & Miernik, F. (2022) · Information · doi:10.3390/info13020045 · Cited by 23 · see citing works
Burlacu, M., Coman, C., & Bularca, M. C. (2023) · Sustainability · doi:10.3390/su15086476 · Cited by 23 · see citing works
Ingredients for successful badges: evidence from a field experiment in bike commuting
Sheffler, Z. J., De, L., & Curley, S. P. (2020) · European Journal of Information Systems · doi:10.1080/0960085x.2020.1808539 · Cited by 19 · see citing works
Use of Kahoot for Assessment in Chemistry Education: A Comparative Study
Murciano‐Calles, J. (2020) · Journal of Chemical Education · doi:10.1021/acs.jchemed.0c00348 · Cited by 20 · see citing works
Gamification and learning performance : a systematic review of the literature
Ortíz-Rojas, M., Chiluiza, K., & Valcke, M. (2017) · Ghent University Academic Bibliography (Ghent University) · Cited by 18 · see citing works
Yanovsky, S., Hoernle, N., Lev, O., & Gal, K. (2019) · ACM Conference on User Modeling, Adaptation and Personalization (UMAP) · doi:10.1145/3320435.3320438 · Cited by 17 · see citing works
Malmi, L., Utting, I., & Ko, A. J. (2019) · Cambridge University Press eBooks · doi:10.1017/9781108654555.022 · Cited by 17 · see citing works
Does Gamifying Homework Influence Performance and Perceived Gameful Experience?
Metwally, A. H. S., Chang, M., Wang, Y., & Yousef, A. M. F. (2021) · Sustainability · doi:10.3390/su13094829 · Cited by 17 · see citing works
Learning Outside the Classroom
Begel, A., & Ko, A. J. (2019) · Cambridge University Press eBooks · doi:10.1017/9781108654555.027 · Cited by 16 · see citing works
One size does not fit all: A study of badge behavior in stack overflow
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Gamification in Open and Distance Learning: A Systematic Review
Sümer, M., & Aydın, C. H. (2018) · Springer eBooks · doi:10.1007/978-3-319-17727-4_115-1 · Cited by 16 · see citing works
Do Badges Increase Student Engagement and Motivation?
Dicheva, D., Caldwell, R., & Guy, B. S. (2020) · Conference on Information Technology Education · doi:10.1145/3368308.3415393 · Cited by 15 · see citing works
Saprudin, S., Liliasari, L., Setiawan, A., & Prihatmanto, A. S. (2020) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v15i09.11779 · Cited by 15 · see citing works
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Computing for Other Disciplines
Guzdial, M. (2019) · Cambridge University Press eBooks · doi:10.1017/9781108654555.020 · Cited by 17 · see citing works
Game on! gamifying the sport psychology college classroom
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Erümit, S. F., & Yılmaz, T. K. (2021) · Technology Pedagogy and Education · doi:10.1080/1475939x.2021.2006077 · Cited by 16 · see citing works
Token Economy for Sustainable Education in the Future: A Scoping Review
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Engineering Education Research
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Shakhmalova, I., & Zotova, N. V. (2023) · Journal of Psycholinguistic Research · doi:10.1007/s10936-023-09983-y · Cited by 13 · see citing works
RetractedLeveraging the Integrated Development Environment for Learning Analytics
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How Fun Overcame Fear: The Gamification of a Graduate-Level Statistics Course
Trinh, M. P., Chico, R. J., & Reed, R. M. (2023) · Organizational Behavior Teaching Review · doi:10.1177/10525629231181120 · Cited by 15 · see citing works
Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training
Alptekin, M., & Temmen, K. (2019) · Advances in intelligent systems and computing · doi:10.1007/978-3-030-11932-4_54 · Cited by 14 · see citing works
Gamificação no ensino superior em ciência da computação: Uma revisão sistemática da literatura
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Using Gamification to Develop Self-Directed Learning
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- Authors
- Hakulinen, L., Auvinen, T., & Korhonen, A.
- Affiliations
- Aalto University (FI)
- ORCID
- Korhonen, Ari
- Venue
- International Journal of Emerging Technologies in Learning (iJET)
- Published
- 2015-02-21
- Volume
- 10
- Issue
- 1
- Pages
- 18
- ISSN
- 1863-0383 (ISSN-L)
- OpenAlex
- W1994917054
- Cited by
- 201
- References
- 30
- Citations by year
- 2026: 8 · 2025: 9 · 2024: 12 · 2023: 17 · 2022: 31 · 2021: 24 · 2020: 19 · 2019: 55 · 2018: 11 · 2017: 8 · 2016: 3 · 2015: 4
- FWCI
- 21.90
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- cc-by
- Locations
- International Journal of Emerging Technologies in Learning (iJET) (publishedVersion, cc-by)
- Aaltodoc (Aalto University) (submittedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
- Physical Sciences › Computer Science › Computer Science Applications › Teaching and Learning Programming
- Keywords
- achievement badges, gamification, student motivation, student behavior, virtual learning environments, data structures and algorithms course, computer science education, student engagement, student attitudes, automated assessment, study habits
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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