More challenging or more achievable? The impacts of difficulty and dominant goal orientation in leaderboards within educational gamification
Background As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient. Objectives This study explor...
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Published in | Journal of computer assisted learning Vol. 38; no. 3; pp. 845 - 860 |
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Main Authors | , , , , |
Format | Journal Article |
Language | English |
Published |
Chichester, UK
John Wiley & Sons, Inc
01.06.2022
Wiley Wiley Subscription Services, Inc |
Subjects | |
Online Access | Get full text |
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Abstract | Background
As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient.
Objectives
This study explored which difficulty was more conducive to learning performance in leaderboard context, and when and how it played a role.
Methods
To address these questions, this study conducted a 2 (dominant goal orientation: learning/performance) × 2 (difficulty: high/low) between‐subjects design. Seventy‐eight dominant learning‐oriented and 78 dominant performance‐oriented participants were recruited and randomly assigned to the high or low difficulty group respectively.
Results and Conclusions
Participants in the low difficulty group experienced more positive emotions, less negative emotions, and higher learning motivation than those in the high difficulty group, but the effect of difficulty on performance was not significant. Moreover, goal orientation did not moderate the effects of difficulty, dominant learning‐oriented and performance‐oriented learners were equally affected by difficulty. Further mediating analysis showed that negative emotions and learning motivation rather than positive emotions mediated the relationship between difficulty and learning performance.
Implications
These results confirmed the positive effect of low difficulty in leaderboard context, as well as the mediating roles of emotions and motivation involved in the relationship between difficulty and learning performance. These findings enlighten us that it is necessary to equip leaderboards in educational gamification with achievable difficulty.
Lay Description
What is already known about this topic
As one of the gamification elements, leaderboard was widely used in educational gamification.
The effect of the leaderboard was not always consistent among various educational situations.
Empirical studies on the optimal use condition of the leaderboard were deficient.
The mechanisms by difficulty within leaderboards affected the learning performance were not clear.
What this paper adds
Lower difficulty within leaderboards could induce more positive emotions, less negative emotions and higher learning motivation.
Difficulty within leaderboards did not directly affect learning performance.
Negative emotions and learning motivation mediated the relationship between difficulty and performance.
Dominant goal orientation did not moderate the effect of difficulty on learning.
The implications of study findings for practitioners
We could improve learners' emotional and motivational states by reducing difficulty within leaderboards.
We could promote learning performance through appropriate emotional and motivational designs using gamification. |
---|---|
AbstractList | BackgroundAs one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient.ObjectivesThis study explored which difficulty was more conducive to learning performance in leaderboard context, and when and how it played a role.MethodsTo address these questions, this study conducted a 2 (dominant goal orientation: learning/performance) × 2 (difficulty: high/low) between‐subjects design. Seventy‐eight dominant learning‐oriented and 78 dominant performance‐oriented participants were recruited and randomly assigned to the high or low difficulty group respectively.Results and ConclusionsParticipants in the low difficulty group experienced more positive emotions, less negative emotions, and higher learning motivation than those in the high difficulty group, but the effect of difficulty on performance was not significant. Moreover, goal orientation did not moderate the effects of difficulty, dominant learning‐oriented and performance‐oriented learners were equally affected by difficulty. Further mediating analysis showed that negative emotions and learning motivation rather than positive emotions mediated the relationship between difficulty and learning performance.ImplicationsThese results confirmed the positive effect of low difficulty in leaderboard context, as well as the mediating roles of emotions and motivation involved in the relationship between difficulty and learning performance. These findings enlighten us that it is necessary to equip leaderboards in educational gamification with achievable difficulty. Background: As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient. Objectives: This study explored which difficulty was more conducive to learning performance in leaderboard context, and when and how it played a role. Methods: To address these questions, this study conducted a 2 (dominant goal orientation: learning/performance) × 2 (difficulty: high/low) between-subjects design. Seventy-eight dominant learning-oriented and 78 dominant performance-oriented participants were recruited and randomly assigned to the high or low difficulty group respectively. Results and Conclusions: Participants in the low difficulty group experienced more positive emotions, less negative emotions, and higher learning motivation than those in the high difficulty group, but the effect of difficulty on performance was not significant. Moreover, goal orientation did not moderate the effects of difficulty, dominant learning-oriented and performance-oriented learners were equally affected by difficulty. Further mediating analysis showed that negative emotions and learning motivation rather than positive emotions mediated the relationship between difficulty and learning performance. Implications: These results confirmed the positive effect of low difficulty in leaderboard context, as well as the mediating roles of emotions and motivation involved in the relationship between difficulty and learning performance. These findings enlighten us that it is necessary to equip leaderboards in educational gamification with achievable difficulty. Background As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient. Objectives This study explored which difficulty was more conducive to learning performance in leaderboard context, and when and how it played a role. Methods To address these questions, this study conducted a 2 (dominant goal orientation: learning/performance) × 2 (difficulty: high/low) between‐subjects design. Seventy‐eight dominant learning‐oriented and 78 dominant performance‐oriented participants were recruited and randomly assigned to the high or low difficulty group respectively. Results and Conclusions Participants in the low difficulty group experienced more positive emotions, less negative emotions, and higher learning motivation than those in the high difficulty group, but the effect of difficulty on performance was not significant. Moreover, goal orientation did not moderate the effects of difficulty, dominant learning‐oriented and performance‐oriented learners were equally affected by difficulty. Further mediating analysis showed that negative emotions and learning motivation rather than positive emotions mediated the relationship between difficulty and learning performance. Implications These results confirmed the positive effect of low difficulty in leaderboard context, as well as the mediating roles of emotions and motivation involved in the relationship between difficulty and learning performance. These findings enlighten us that it is necessary to equip leaderboards in educational gamification with achievable difficulty. Lay Description What is already known about this topic As one of the gamification elements, leaderboard was widely used in educational gamification. The effect of the leaderboard was not always consistent among various educational situations. Empirical studies on the optimal use condition of the leaderboard were deficient. The mechanisms by difficulty within leaderboards affected the learning performance were not clear. What this paper adds Lower difficulty within leaderboards could induce more positive emotions, less negative emotions and higher learning motivation. Difficulty within leaderboards did not directly affect learning performance. Negative emotions and learning motivation mediated the relationship between difficulty and performance. Dominant goal orientation did not moderate the effect of difficulty on learning. The implications of study findings for practitioners We could improve learners' emotional and motivational states by reducing difficulty within leaderboards. We could promote learning performance through appropriate emotional and motivational designs using gamification. |
Author | Cheng, Yang Gong, Shao‐Ying Cao, Yang Wang, Zhen Wang, Yan‐Qing |
Author_xml | – sequence: 1 givenname: Yang orcidid: 0000-0001-6916-3914 surname: Cao fullname: Cao, Yang organization: Central China Normal University – sequence: 2 givenname: Shao‐Ying surname: Gong fullname: Gong, Shao‐Ying email: gongsy@ccnu.edu.cn organization: Central China Normal University – sequence: 3 givenname: Zhen surname: Wang fullname: Wang, Zhen organization: Henan University – sequence: 4 givenname: Yang surname: Cheng fullname: Cheng, Yang organization: Tsinghua University – sequence: 5 givenname: Yan‐Qing surname: Wang fullname: Wang, Yan‐Qing organization: Central China Normal University |
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As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However,... Background: As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However,... BackgroundAs one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However,... |
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SubjectTerms | Academic Achievement Between-subjects design Comparative Analysis Computer Games Context difficulty Difficulty Level dominant goal orientation Education Educational Games emotion Emotions Empirical analysis Gamification Goal Orientation Learning Learning Motivation learning performance Learning Processes Motivation Orientation Positive Attitudes Student Improvement Student Motivation |
Title | More challenging or more achievable? The impacts of difficulty and dominant goal orientation in leaderboards within educational gamification |
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