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Reimagining leaderboards: towards gamifying competency models through social game mechanics

Published: 02 October 2013 Publication History

Abstract

Competency models have been widely employed within education, training and development contexts. In particular, medical education programs have become a platform of exploration around innovations in competency-based assessment. Approaches that employ dynamic, flexible models in a social context are now being sought. In this paper, we present the design of a deliberately gamifiable competency model system that encourages pre-professional development through collaborative peer appraisals. We propose a framework for incorporating social game mechanics into a competency modelling system and draw attention to how a collaborative approach to evidencing progress is a potentially fruitful solution to the threat of demotivation associated with the competitive slant of traditional leaderboards.

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Cited By

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  • (2022)Applying Gamification to Enhance the Universal Design for Learning FrameworkHandbook of Research on Transformative and Innovative Pedagogies in Education10.4018/978-1-7998-9561-9.ch013(233-256)Online publication date: 2022
  • (2021)Removing Gamification: A Research AgendaExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3451695(1-7)Online publication date: 8-May-2021
  • (2021)Toward a Design Theory of User-Centered Score Mechanics for Gamified Competency DevelopmentInformation Systems Management10.1080/10580530.2021.197585240:1(2-28)Online publication date: 8-Dec-2021
  • Show More Cited By

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cover image ACM Other conferences
Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
October 2013
148 pages
ISBN:9781450328159
DOI:10.1145/2583008
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • UWATERLOO: University of Waterloo
  • IMMERSe: IMMERSe Network
  • Waterloo Stratford Campus: University of Waterloo Stratford Campus
  • University of Ontario Institute of Technology

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 October 2013

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Author Tags

  1. competency models
  2. leaderboards
  3. social gamification

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  • Short-paper

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Gamification '13
Sponsor:
  • UWATERLOO
  • IMMERSe
  • Waterloo Stratford Campus
Gamification '13: Gameful Design, Research, and Applications
October 2 - 4, 2013
Ontario, Toronto, Canada

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Gamification '13 Paper Acceptance Rate 9 of 25 submissions, 36%;
Overall Acceptance Rate 9 of 25 submissions, 36%

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Cited By

View all
  • (2022)Applying Gamification to Enhance the Universal Design for Learning FrameworkHandbook of Research on Transformative and Innovative Pedagogies in Education10.4018/978-1-7998-9561-9.ch013(233-256)Online publication date: 2022
  • (2021)Removing Gamification: A Research AgendaExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3451695(1-7)Online publication date: 8-May-2021
  • (2021)Toward a Design Theory of User-Centered Score Mechanics for Gamified Competency DevelopmentInformation Systems Management10.1080/10580530.2021.197585240:1(2-28)Online publication date: 8-Dec-2021
  • (2021)Improving Student Experience and Learning Performance with Traditional Instructional Methods and New Digital MediaHuman-Computer Interaction – INTERACT 202110.1007/978-3-030-85613-7_7(97-106)Online publication date: 26-Aug-2021
  • (2019)Student’s social e-reputation (“karma”) as motivational factor in MOOC learningInteractive Learning Environments10.1080/10494820.2019.1579237(1-15)Online publication date: 8-Feb-2019
  • (2017)Leaderboards within educational videogames: The impact of difficulty, effort and gameplayComputers & Education10.1016/j.compedu.2017.05.011113(28-41)Online publication date: Oct-2017
  • (2016)Attracting students' engagement in programming courses with gamification2016 IEEE Conference on e-Learning, e-Management and e-Services (IC3e)10.1109/IC3e.2016.8009050(112-115)Online publication date: Oct-2016
  • (2016)The higher the score, the higher the learning outcome? Heterogeneous impacts of leaderboards and choice within educational videogamesComputers in Human Behavior10.1016/j.chb.2016.08.04265:C(391-401)Online publication date: 1-Dec-2016
  • (2015)Designing for Game-Based Learning: The Effective Integration of Technology to Support LearningJournal of Educational Technology Systems10.1177/004723951558816443:4(389-402)Online publication date: 17-Jul-2015
  • (2015)Towards a Competency-based Education with Gamification Design ElementsProceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play10.1145/2793107.2810325(457-462)Online publication date: 5-Oct-2015

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