DIGITAL BADGES AS REWARDS IN SCIENCE EDUCATION: STUDENTS’ PERCEPTIONS AND EXPERIENCES
Several studies have reported positive effects of digital badges on students’ academic performance and behavior. A digital badge serves as an indicator of an accomplishment or skill that can be showcased, accessed, and verified online. The researcher investigated how students perceive digital badges...
সংরক্ষণ করুন:
প্রধান লেখক: | |
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বিন্যাস: | প্রবন্ধ |
ভাষা: | English |
প্রকাশিত: |
Trường Đại học Đà Lạt
2024
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বিষয়গুলি: | |
অনলাইন ব্যবহার করুন: | https://scholar.dlu.edu.vn/thuvienso/handle/DLU123456789/256901 https://tckh.dlu.edu.vn/index.php/tckhdhdl/article/view/1212 |
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Thư viện lưu trữ: | Thư viện Trường Đại học Đà Lạt |
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সংক্ষিপ্ত: | Several studies have reported positive effects of digital badges on students’ academic performance and behavior. A digital badge serves as an indicator of an accomplishment or skill that can be showcased, accessed, and verified online. The researcher investigated how students perceive digital badges as rewards in a biology course through a phenomenological study. Gamified lesson plans and students’ portfolios were used to implement gamification and award digital badges. The study involved Filipino Grade 12 STEM students (n = 41) from a single intact class, and interviews were conducted with a subset of 10 students. By analyzing student responses in their portfolios and interviews, four key themes of digital badges were identified: class participation, learning outcomes, time management, and social interaction. The results revealed that these themes were influenced by factors such as competition, a sense of accomplishment, self-improvement, status recognition, and evidence of achievement. It was found that, while digital badges can be beneficial for high-performing students, they may have detrimental effects on low-performing students. The researcher recommended that the identified themes and their underlying drivers be considered when developing digital badges and in future studies on digital badges and gamification. |
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