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Assessing the Effectiveness of Gamification on Students' Quality of Thinking in Online Community

Sun, April 19, 12:25 to 1:55pm, Virtual Room

Abstract

This study aims to empirically examine the impacts of different gamification strategies following the Goal-Access-Feedback-Challenge-Collaboration (GAFCC) design model regarding students’ online participation and the quality of thinking. The research was conducted at a uni-versity in Hong Kong. The effectiveness of gamification was tested in three conditions, i.e., conventional online community, badges-only online community, and badges-leaderboards-experience points online community. The findings provided empirical evidence on the mediat-ing role of different gamification strategies on students’ online community participation and quality of thinking.

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