Digital badges in education
By D. Gibson, N. Ostashewski, K. Flintoff, Sheryl Grant, E. Knight. Education and Information Technologies : Official Journal of the IFIP technical committee on Education, 2013
450 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Education
View Paper: https://www.semanticscholar.org/paper/b3c1853c904573de271e1e1d1f779c8cb74eca5d
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In Developmental and Educational Psychology
In Education
Citations in the corpus
- E-learning, M-learning and D-learning: Conceptual definition and comparative analysis (2018, background): “, 2013) Badging and gamification (Olsson et al., 2015; Gibson et al., 2015; Garrison and Kanuka, 2004) Multimedia (Laouris and Eteokleous, 2005; Sharma and Kitchens, 2004; Soualah-Alila et al.”
- Gamification of Education: A Review of Literature (2014, background): “[12] explained that badges, when used with points and leaderboards, can be a powerful means of creating competitions and signaling goal attainment, achievement, and status.”
- The effect of gamification on motivation and engagement (2018, background): “According to González et al. (2016), gamification can produce significant behavioral change “from an early age using the dynamics of games” (p.”
- Experimenting with Model Solutions as a Support Mechanism (2019, background): “They summarize learner outcomes into a few categories, the most notable ones being increased engagement [1, 2, 9, 11, 12, 20, 27] and enjoyment [1, 9].”