Effects of the badge mechanism on self-efficacy and learning performance in a game-based English learning environment. Yang, J., Quadir, B., & Chen, N. Journal of Educational Computing Research, 54(3):371–394, June, 2016. Publisher: SAGE Publications Inc
Effects of the badge mechanism on self-efficacy and learning performance in a game-based English learning environment [link]Paper  doi  abstract   bibtex   
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 game-based English learning environment was designed with a badge mechanism including digital badges, leaderboard ranking, and learning practice with star icons. A quasi-experimental design was implemented. A total of 50 third-grade elementary school students participated in this study. Hypotheses were tested, and data were analyzed using paired sample t tests, multiple regression analyses, linear regression analyses, and logistic regression analyses. The results show that the badge mechanism had a significant positive influence on the learners’ self-efficacy and English learning performance. The study also investigated how self-efficacy could affect English learning performance, with the results revealing that it had a significant positive influence on learning performance. In addition, a subsequent analysis showed that those students with higher self-efficacy performed better than those with lower self-efficacy.
@article{yang_effects_2016,
	title = {Effects of the badge mechanism on self-efficacy and learning performance in a game-based {English} learning environment},
	volume = {54},
	issn = {0735-6331},
	url = {https://doi.org/10.1177/0735633115620433},
	doi = {10.1177/0735633115620433},
	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 game-based English learning environment was designed with a badge mechanism including digital badges, leaderboard ranking, and learning practice with star icons. A quasi-experimental design was implemented. A total of 50 third-grade elementary school students participated in this study. Hypotheses were tested, and data were analyzed using paired sample t tests, multiple regression analyses, linear regression analyses, and logistic regression analyses. The results show that the badge mechanism had a significant positive influence on the learners’ self-efficacy and English learning performance. The study also investigated how self-efficacy could affect English learning performance, with the results revealing that it had a significant positive influence on learning performance. In addition, a subsequent analysis showed that those students with higher self-efficacy performed better than those with lower self-efficacy.},
	language = {en},
	number = {3},
	urldate = {2021-06-24},
	journal = {Journal of Educational Computing Research},
	author = {Yang, Jiechi and Quadir, Benazir and Chen, Nian-Shing},
	month = jun,
	year = {2016},
	note = {Publisher: SAGE Publications Inc},
	keywords = {English as a foreign language, English learning performance, digital badges, digital game-based learning, interactive learning environments, self-efficacy},
	pages = {371--394},
}

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