D 2023

BADGES - THE POSSIBILITY OF INCREASING MOTIVATION IN THE EDUCATIONAL PROCESS

GAJANOVÁ, Ľubica; Jakub MICHULEK and Jana MAJEROVÁ

Basic information

Original name

BADGES - THE POSSIBILITY OF INCREASING MOTIVATION IN THE EDUCATIONAL PROCESS

Authors

GAJANOVÁ, Ľubica (703 Slovakia, guarantor); Jakub MICHULEK (703 Slovakia) and Jana MAJEROVÁ (203 Czech Republic, belonging to the institution)

Edition

Valencia, conference proceedings of 15th International Conference on Education and New Learning Technologies, p. 4175-4179, 5 pp. 2023

Publisher

EDULEARN proceedings

Other information

Language

English

Type of outcome

Proceedings paper

Field of Study

50301 Education, general; including training, pedagogy, didactics [and education systems]

Country of publisher

Spain

Confidentiality degree

is not subject to a state or trade secret

Publication form

electronic version available online

Organization unit

AMBIS University

ISBN

978-84-09-52151-7

ISSN

Keywords in English

Gamification; badges; education

Tags

International impact, Reviewed
Changed: 6/3/2025 17:14, Ing. Kateřina Lendrová

Abstract

In the original language

Nowadays, most students are among the individuals who grew up surrounded by digital technologies. Compared to older generations, they thus have different learning styles, access to the learning process and much higher requirements and needs regarding teaching. Although the world is now in an era based on new technologies, the current education system is still rooted in the past and in a state that is far from meeting the needs of today. While in most industries new technologies are implemented relatively quickly and emphasis is also placed on innovation and adaptation, the education system remains essentially the same and every potential innovation is viewed with a bit of distrust by society. The main and very common problem in education is the fact that students are not actively involved in the learning process. However, gamification aims to increase human motivation and performance regarding a certain activity. This is achieved thanks to game design and the application of various elements such as points, badges, leaderboards, levels, rewards, narrative, teammates, and many others. Gamification has also entered the educational environment, mainly due to the effort to motivate students. The paper is focused on the analysis of the effectiveness of the use of individual game elements in the educational process. For the purposes of this study, the method of collecting data through a questionnaire was chosen. The survey was conducted in December 2022 by the CAWI method, on a representative sample of 200 students. Due to the nature of the research objective, two-dimensional descriptive statistics for the evaluation of interdependent variables (Chi-square test) were used. Based on the research outcomes, it has been found out that badges are the most effective game element.