A Quasi-Experimental Study of Badges, Incentives, & Recognition on Engagement, Understanding, & Achievement in Quest Atlantis

This study in the Quest Atlantis multi-user virtual learning environment explored whether design-based methods and participatory models of assessment and engagement could advance the nagging debate over the consequences of educational incentives. Four classes of sixth-grade students completed a 15-hour ecological sciences curriculum that was rich with feedback and opportunities to improve. Students in two of the matched classes were able to publicly display their success, via a physical leader board and virtual badges that they could place on their in-game avatar. These students showed more sophisticated engagement (enlisting more scientific formalisms and doing so more appropriately), significantly larger gains in understanding (on a challenging performance assessment), and larger gains in achievement (on a test of randomly sampled items aligned to targeted content standards); their intrinsic motivation during the game was slightly higher, and motivation for the domain increased slightly more.
 

PDF Articles
/sites/default/files/articles/Proceedings%20Articles/28.A%20Quasi-Experimental%20Study%20of%20Badges%2C%20Incentives%2C%20_%20Recognition%20on%20Engagement%2C%20Understanding%2C%20_%20Achievement%20in%20Quest%20Atlantis.pdf
Download Count
103
Update DOI
Off
DOI / Citations
https://doi.org/10.1184/R1/6686804.v1