Publication Type
Conference Proceeding Article
Version
publishedVersion
Publication Date
5-2017
Abstract
Gamification has been used in education to increase student motivation and performance. In this research, we are interested to examine the effect of leaderboards on student motivation by assessing the interest of students to complete optional practice questions provided to them in a course. Based on goal setting theory and cognitive evaluation theory, we hypothesize that the use of leaderboards will lead to increased student motivation. We designed a within-subject experiment where leaderboards were not provided in the first half of the semester for the optional assignments comprising practice questions but were provided in the second half of the semester in order to assess any change in student motivation. The results will be analyzed and presented at the conference.
Keywords
Gamification, leaderboards, education, motivation, experiment
Discipline
Databases and Information Systems | Educational Assessment, Evaluation, and Research | Graphics and Human Computer Interfaces
Research Areas
Data Science and Engineering
Publication
Proceedings of the 12th Midwest Association for Information Systems Conference, Springfield, IL, May 18-19, 2017
First Page
1
Last Page
3
Publisher
AIS
City or Country
Atlanta, GA
Citation
CHIU, Yu-Hsien and NAH, Fiona Fui-hoon.
Effects of the use of leaderboards in education. (2017). Proceedings of the 12th Midwest Association for Information Systems Conference, Springfield, IL, May 18-19, 2017. 1-3.
Available at: https://ink.library.smu.edu.sg/sis_research/10046
Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 4.0 International License.
Additional URL
https://aisel.aisnet.org/mwais2017/42/
Included in
Databases and Information Systems Commons, Educational Assessment, Evaluation, and Research Commons, Graphics and Human Computer Interfaces Commons