dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Externe beoordelaar - External assesor, | |
dc.contributor.author | André de la Porte, Sjoerd | |
dc.date.accessioned | 2022-09-30T00:00:40Z | |
dc.date.available | 2022-09-30T00:00:40Z | |
dc.date.issued | 2022 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/42867 | |
dc.description.abstract | How can we make tedious, repetitive, and difficult tasks on the computer more engaging and fun?
Is it possible to make education or work more exciting, by making the experience feel more like a
game without compromising the effectiveness? Gamification, being the addition of game elements
into non-game environments, has become a popular software trend. It has been criticized for its
widespread implementation due to a lack of scientific evidence and thorough understanding of its
inner workings. Studies on gamification have most often reported an overall increases in motiva-
tion and engagement, while other studies have found that it can have a demotivating effect on part
of the user group. The game-element that is most often linked to negative effects such as loss of
performance is the leaderboard. To advance the discipline, we have set our focus on providing a
deeper understanding of what aspects cause, influence and effect the gamification element leader-
board and provide requirements and recommendations for implementing the leaderboard into an
education context. Two studies were conducted for this purpose. The first study was a quantitative
study (N=34) in which students competed in a knowledge quiz. Consequently each student re-
ceived a score, and with that a rank in their group’s leaderboard. This part of the study ended with
a reflection on their experience. The second part of the study consisted of two qualitative 1-hour
focus group sessions (N=8), in which a more thorough understanding of the experience and the
results was discussed. Seven factors that influence the leaderboard effect were identified, as well
as five requirements when implementing the leaderboard in educational context. Our study shows
an increase in motivation for some people, while simultaneously creating a less enjoyable learn-
ing environment for others. This research presents an overview of what causes this motivation or
demotivation to occur, as well as recommendations on how to design, implement and evaluate the
leaderboard in educational contexts. | |
dc.description.sponsorship | Utrecht University | |
dc.language.iso | EN | |
dc.subject | The leaderboard is perhaps the most challenging game-element to implement, being associated often with an increase in motivation as well as loss of performance. It is not known why the leaderboard creates a positive or negative effect. This research focussed on uncovering the influential aspects that cause a positive or negative response on the user, caused by the leaderboard. We found seven influential aspects and five requirements when implementing the leaderboard in educational context. | |
dc.title | Exploring the inner workings of the leaderboard for use in educational contexts | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.keywords | Gamification, leaderboards, educational context, influential factors, motivation, Human Computer Interaction, Persuasive Technology, focus group study, quantitative study, quiz, requirements for education, positive and negative effect | |
dc.subject.courseuu | Human-Computer Interaction | |
dc.thesis.id | 10688 | |