What We Can Learn About Digital Badges from Video Games

This chapter discusses the use of achievements within commercial video game design and development. It also summarizes research designed around specialized learning games designed to test the effectiveness of badges on learner variables such as performance and motivation. To connect game achievements to digital badges in other educational scenarios, both psychological and design factors are considered. First, connections between games research and learner motivation are discussed, especially in regards to autonomy, mastery, and purpose. Implications for measurement and assessment are considered and strategies for evaluation from prior games researchers are reviewed. Next, an overview of achievement systems within popular game environments is provided. The second half of the chapter considers best practices for designing badges as proposed by game achievement researchers. One game, Fallout Shelter, is discussed in detail in regards to its use of effective achievement design. Educational badge designers who may be working in game-based systems or other interactive learning spaces can use this information to build better badging systems in other realms of learning. The chapter also shares some caveats gleaned from the use of achievements in video games. These cautionary notes about achievements taken too far, or achievements that overpower other features of learning spaces, are useful to consider for using digital badges effectively in educational environments. The chapter concludes by proposing directions for future research exploring the connections between video game achievements and digital badges.

[1]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[2]  Mikael Jakobsson,et al.  The Achievement Machine: Understanding Xbox 360 Achievements in Gaming Practices , 2011, Game Stud..

[3]  Jesper Juul The Art of Failure: An Essay on the Pain of Playing Video Games , 2013 .

[4]  H. O'Neil,et al.  Classification of learning outcomes: evidence from the computer games literature , 2005 .

[5]  Sivasailam Thiagarajan,et al.  The Myths and Realities of Simulations in Performance Technology. , 1998 .

[6]  Joseph R. Fanfarelli,et al.  Building Better Digital Badges , 2016 .

[7]  Karl M. Kapp,et al.  The Gamification of Learning and Instruction Fieldbook: Ideas into Practice , 2013 .

[8]  Karl M. Kapp,et al.  A Gamified Approach on Learning Logic Gates to Improve Student’s Engagement , 2012, IOP Conference Series: Materials Science and Engineering.

[9]  Paul A. Cairns,et al.  Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..

[10]  S. Engel Thought and Language , 1964 .

[11]  Dirk Ifenthaler,et al.  Serious Games Analytics: Theoretical Framework , 2015 .

[12]  Kim Flintoff,et al.  Digital badges in education , 2013, Education and Information Technologies.

[13]  James E. Driskell,et al.  Games, Motivation, and Learning: A Research and Practice Model , 2002 .

[14]  Kristy de Salas,et al.  Features of Achievement systems , 2013, Proceedings of CGAMES'2013 USA.

[15]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[16]  M. Csíkszentmihályi Flow: The Psychology of Optimal Experience , 1990 .

[17]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[18]  Douglas Wilson Brutally Unfair Tactics Totally OK Now: On Self-Effacing Games and Unachievements , 2011, Game Stud..

[19]  Darryl Charles,et al.  Game-based feedback for educational multi-user virtual environments , 2011, Br. J. Educ. Technol..

[20]  Chris Crawford,et al.  The Art of Computer Game Design , 1984 .

[21]  Juho Hamari,et al.  Framework for Designing and Evaluating Game Achievements , 2011, DiGRA Conference.

[22]  Juho Hamari,et al.  Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.

[23]  Andrew J. Martin,et al.  Long and short measures of flow: the construct validity of the FSS-2, DFS-2, and new brief counterparts. , 2008, Journal of sport & exercise psychology.

[24]  Biran Burke,et al.  Gamify: How Gamification Motivates People to Do Extraordinary Things , 2014 .

[25]  John P. Charlton,et al.  Distinguishing addiction and high engagement in the context of online game playing , 2007, Comput. Hum. Behav..