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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.
Biyun Huang, The Chinese University of Hong Kong
Min Lan, Zhejiang Normal University
Morris Siu-Yung Jong, Chinese University of Hong Kong
Timothy Khe Foon Hew, The University of Hong Kong