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Comparing Digital Badges-and-Points with Classroom Token Systems: Effects on Elementary School ESL Students' Classroom Behavior and English Learning

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This paper reports the findings of a field experiment that gamified the classroom experience of elementary school ESL students by implementing digital badges-and-points which students could earn by achieving specific behavioral and learning goals. Altogether, 120 children in eight different classes participated in this study. Four of the classes (experimental group) used the digital badges-and-points available in ClassDojo, a free online classroom management system, while the other four classes (control group) employed a non digital conventional school token point system. The results showed that digital badges-and-points afforded by ClassDojo significantly improved student learning in two classes (Grades 3 and 4) but not in Grades 1 and 2 classes. Overall, students reported enjoying using digital badges-and-points in the classrooms. Teacher observational data indicated that the digital badges-and-points group displayed more positive and on-task behaviors than the non-digital classroom token point system group.
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Homer, R., Hew, K. F., & Tan, C. Y. (2018). Comparing Digital Badges-and-Points with Classroom Token Systems: Effects
on Elementary School ESL Students’ Classroom Behavior and English Learning. Educational Technology & Society, 21 (1),
137151.
137
ISSN 1436-4522 (online) and 1176-3647 (print). This article of the Journal of Educational Technology & Society is available under Creative Commons CC-BY-ND-NC
3.0 license (https://creativecommons.org/licenses/by-nc-nd/3.0/). For further queries, please contact Journal Editors at ets-editors@ifets.info.
Comparing Digital Badges-and-Points with Classroom Token Systems:
Effects on Elementary School ESL Students’ Classroom Behavior and
English Learning
Ryan Homer, Khe Foon Hew* and Cheng Yong Tan
The University of Hong Kong, Hong Kong // h1287891@connect.hku.hk // kfhew@hku.hk // tancy@hku.hk
*Corresponding author
(Submitted June 17, 2016; Revised October 3, 2016; Accepted November 9, 2016)
ABSTRACT
This paper reports the findings of a field experiment that gamified the classroom experience of elementary
school ESL students by implementing digital badges-and-points which students could earn by achieving
specific behavioral and learning goals. Altogether, 120 children in eight different classes participated in this
study. Four of the classes (experimental group) used the digital badges-and-points available in ClassDojo, a
free online classroom management system, while the other four classes (control group) employed a non-
digital conventional school token point system. The results showed that digital badges-and-points afforded
by ClassDojo significantly improved student learning in two classes (Grades 3 and 4) but not in Grades 1
and 2 classes. Overall, students reported enjoying using digital badges-and-points in the classrooms.
Teacher observational data indicated that the digital badges-and-points group displayed more positive and
on-task behaviors than the non-digital classroom token point system group.
Keywords
English as second language, Gamification, Engagement, Class token system, Digital badges-and-points,
Speaking, Reading
Introduction
Gamification is a term usually used to denote the application of digital game mechanics, such as digital points, or
badges in a non-game context to motivate behavior (Deterding et al., 2011). Points refer to tokens that can be
collected by users, which can be used as progression indicators, and positive reinforcement (Richter et al., 2015).
Badges refer to tokens that appear as icons or logos that signify accomplishments of a particular activity
(Bunchball, 2010). Badges fulfill a person’s need for acknowledgement and work as virtual status symbol (Sailer
et al., 2013). Collectively, badges and points stimulate self-efficacy by measuring progression and providing
feedback on an individual’s own performance (Gnauk et al., 2012), as well as how one’s performance compared
with others. Although people prefer to assess themselves using nonsocial and objective standards, if these
standards are not available, individuals will evaluate their abilities by comparing themselves with other people
(Festinger, 1954).
Already firmly established in the commercial world, digital badges-and-points are widely viewed as a powerful
strategy for building brand loyalty, and crowd-sourcing initiatives (Educause, 2011; Caponetto et al., 2014).
However, the potential of digital badges-and-points in motivating people goes far beyond that of promoting
business success (Caponetto et al., 2014; Lee & Hammer 2011). The use of digital badges-and-points might help
improve ESL student classroom engagement and learning of English.
Traditionally, teachers in elementary or special education schools have widely used the classroom point system,
a form of token economy, which consists of expectations for desired student behavior and learning, rules that
govern how points are earned, and criteria for earning prizes such as stationary upon receiving a certain number
of points (Donaldson et al., 2014). Although the use of such token economy has been reported to be effective in
increasing appropriate behavior (Kazdin, 1982) and learning, schools today still face major problems around
student engagement (Lee & Hammer, 2011). To address these problems, some educators have attempted other
means to engage students. Digital badges-and-points may foster better student engagement because it makes the
coursework look more like a game-like challenge rather than a chore (Educause, 2011).
Hitherto, a majority of previous studies focused on higher education, and can be characterized as qualitative case
studies design in which practitioners describe their implementation of digital badges and points and report
primarily user perceptions (Denny, 2013). For example, Chang and Wei (2016) investigated what digital game
mechanics were perceived as engaging by MOOC learners. Analysis of 4,891 online survey responses revealed
that digital badges were among the top five most engaging game mechanics. Although qualitative case studies
are informative, they cannot offer causal explanation because they are seldom compared with a control.
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There is a dearth of experimental studies examining the impact of digital badges-and-points on student learning
and classroom behavior particularly at the elementary school context. For example, in a literature review of over
120 papers, Caponetto et al. (2014), found that only 3% of studies targeted the elementary school population.
According to Falkner and Falkner (2014), context is important in the system we gamify and the users who
participate in it. Some of the questions that we wish to explore in this study include: Would young elementary
school students of ages find digital badges-and-points engaging? Would the use of digital badges-and-points
motivate them to exhibit certain desired classroom learning behaviors and promote learning? This paper makes a
novel contribution by investigating the potential of digital badges-and-points on improving students’ classroom
behavioral engagement and learning of English among Hong Kong ESL elementary school children. Behavioral
engagement refers to students participating in a classroom such as answering questions, and completing set work
(Fredricks et al., 2004).
Research questions
The main purpose of this study was to compare the use of digital badges-and-points afforded by ClassDojo
versus a non-digital conventional classroom token system on elementary school students’ classroom behavior
and English learning. The following questions were addressed in this study:
To what extent does the use of digital badges-and-points afforded by ClassDojo have an impact on student
learning when compared to a non-digital conventional classroom token system?
To what extent does the use of digital badges-and-points influence student behavior when compared to a
non-digital conventional classroom token system?
How did the students perceive the use of digital badges-and-points afforded by ClassDojo?
How did the teacher perceive the use of digital badges-and-points afforded by ClassDojo?
Method
Participants
The research was conducted during the English lessons at an elementary school in Hong Kong. Two classes from
Grades 1, 2, 3 and 4 took part in the study that lasted about 16 weeks (Table 1).
Table 1. Study participants
Level
Experiment
Control
Grade One (P1) Reading
P1B (n = 18, 10 boys, 8 girls)
P1C (n = 14, 8 boys, 6 girls)
Grade Two (P2) Reading
P2B (n = 16, 9 boys, 7 girls)
P2C (n = 16, 9 boys, 7 girls)
Grade Three (P3) Speaking
P3B (n = 16, 10 boys, 6 girls)
P3A (n = 13, 7 boys, 6 girls)
Grade Four (P4) Speaking
P4B (n = 13, 9 boys, 4 girls)
P4A (n = 14, 9 boys, 5 girls)
The ages of the students ranged from 6 years old in P1 to 11 years old in P4. The eight classes were chosen
because the same English teacher taught them throughout the entire research period. Of the two classes at each
level, one class was randomly as the experiment class, and the other as the control class. All 63 experimental and
57 control students had Chinese as their mother tongue, while English was learned as a second-language.
Background of the English lessons
The English teacher taught reading in double-period lessons each week to the P1 and P2 classes involved in this
research. The aim of these lessons was to develop students reading skills. The lessons emphasized shared and
guided reading by focusing on a number of big books. The lesson began with students sitting on the reading mat
at the front of the classroom. First they sang some songs, followed by phonics practice, high frequency words,
and big book shared reading. The students would then move to their group tables for either guided reading or an
activity based on the big book’s language structure. Students were expected to read and answer comprehension
questions, and complete any set work.
The English teacher taught speaking in a single lesson each week to the P3 and P4 classes. The aim of these
lessons was to provide students with the necessary skills to do well in the Hong Kong Territory-wide System
Assessments (TSA), a nationwide examination. These lessons used questions from past examination papers to
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practice and develop students’ presentation and speaking skills, as well as improve their speaking confidence.
Sitting on their usual chairs in their usual groups, the lessons began with students discussing the past week or
any special events with the teacher. Next, either student presentations or sharing from the previous week’s work
would be undertaken, or a new question from a past examination paper would be examined in preparation for
sharing and presentations for the following week. Students were expected to answer questions, share opinions,
complete any set work, and present their work either as part of a group or individually.
Experimental lessons
This research utilized the flexibility of the ClassDojo platform to apply digital badges-and-points into the
learning of the experimental classes. The participants were familiar with ClassDojo because they had been using
it for about four months prior to this study. This makes the ClassDojo environment an unlikely novel experience
for the participants. Using P3B’s class home page as an example, Figure 1 (best seen in color) shows what the
students saw during the lessons. The points were in green next to the students’ name. The points were recorded
on the students’ profiles and could be viewed throughout the lesson via the class display page, or at home by the
students or their parents using their assigned log in account.
Figure 1. An example of a class home page
During these lessons, ClassDojo was used to award points to students for achieving certain targeted behavior or
learning objectives, which were tailored to each year level (see Figure 2). These points were recorded on the
class’s homepage on ClassDojo during the lessons and accumulated throughout the duration of the research. For
the sake of consistently, all experimental and control reading classes (P1 and P2), as well as the speaking classes
(P3 and P4) had the same categories of points.
Figure 2. Allocation of points
P1 and P2
P3 and P4
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Using ClassDojo’s customizable avatar option, a selection of digital badges was designed to be awarded to
students who accumulated a certain amount of specified points (see Figure 3). All participants knew exactly how
many points each badge worth. Once a student accomplished the targeted amount of points, the teacher awarded
them with a badge in the form of a new avatar on their class page of ClassDojo. This can be seen in Figure 1,
which shows the variety of badges that students achieved in a class. Upon achieving the highest amount of
points, students received a physical prize, such as stationary.
Figure 3. Reward chart
Before the experiment began, the English teacher first opened a new ClassDojo account and set up a new class
page for the reading classes (P1 and P2), and the speaking classes (P3 and P4). This involved entering student
names and selecting an avatar for each student in each of the experiment classes. At the beginning of each lesson,
the teacher used the overhead projector to display the class home page (Figure 1) on the whiteboard for all
students to observe. The teacher then reminded the class how to earn points by referring to the reward chart in
the classroom (Figure 2).
The teacher awarded points to individual students or groups of students if they achieved the behavior or learning
targets outlined in Figure 2 via his cell phone. For example - if only seven students read a book, then these seven
would be awarded a point each; or if only one student elaborated the answers while speaking, only he or she
would be awarded a point; or if the whole class read well during shared reading, then everyone would win a
point. Having the mobile application at hand allowed the teacher to award points instantaneously. This also
allowed the teacher to award points when walking around the classroom observing the students. The teacher also
deducted points from individuals who displayed the negative behavior outlined in Figure 2. A loud sound was
played by the computer whenever a point awarded (high pitch) or deducted (low pitch), so therefore whether the
class home page was on display or not, the students were always aware of their behavior and learning levels. Any
points, added or deducted, were automatically recorded to the relevant students profile on the class home page.
Control lessons
The same teacher used the same lesson plans, teaching approach and materials as the experimental classes at
each grade level. In other words, the control classes were planned to be exactly the same as the experimental
classes except for the exclusion of ClassDojo. Instead, the teacher continued to use the non-digital conventional
school points system that was used in all classes in the school (see Figure 4).
This worked by first dividing each control class into four groups of between 4 to 6 students each. The teacher
used this group setting to implement the school award system (see Figure 4). The school based award charts
were drawn and displayed on the class boards at all times. Points were won by individuals within the group or
the group as a whole, and were awarded for the same number of reasons as in the experimental group (see Figure
2). For example - if two students in a group elaborated the answers while speaking, then the particular group
would be awarded a point; or if the whole group read well during shared reading, then the particular group would
win a point. The group with the highest points at the end of the week received a prize (e.g., a box of chocolates).
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The teacher utilized the chart in a similar way to ClassDojo referring to the number of points each group had at
regular intervals throughout the lesson, highlighting and reinforcing how to win points, and deducting points for
negative behavior.
Figure 4. School token point system chart
Measures
Pre and post tests
Both the experimental and control groups took exactly the same pre and post-test at each year level. The purpose
of conducting the pre-tests was to establish group equivalence in terms of the students’ prior ability. The pre-tests
took place the week before the research started, between January 26th and the 30th. The post-tests took place after
the research had been completed, between May 25th and 29th. The specific pre and post-test questions at each
level were different from each other to eliminate any carryover learning effects, but were similar in terms of
scope and difficulty to maintain test fairness.
For the P1 and P2 classes, a pre and post reading test was designed using the content of one of the big books they
had read that school year. The book content was condensed and printed out on a piece of A4 paper for the
students to read. The pre-test and post-test had a similar word count. During the test, the teacher did not offer any
help and would allow five seconds before moving the student on if they got stuck on a word. Students were
graded between 1 and 15 marks on their clarity, fluency, pronunciation and ability to read. The test took 2 to 4
minutes per student to complete.
For the P3 classes, a pre and post-speaking tests were designed using questions from one of the TSA past
examination papers for each year level. Both P3 tests were picture descriptions in which the students were shown
four sequenced pictures and then asked five questions to describe what was happening. Students were graded
between 1 and 15 marks on their ability to convey information clearly, fluently, and intelligibly with good
pronunciation. Students who elaborated their answers and used imagination gained higher marks. The test took 2
to 4 minutes per student to complete. For the P4 pre and post tests, the students had to present their opinions on a
set topic, such as eating habits, which was presented to students in the form of a mind map with hints on an A4
sheet of paper. Students had one minute to prepare and one minute to talk. Students were graded between 1 and
15 marks on the content, presentation language, grammar and pronunciation. Students who elaborated and used
imagination gained higher marks.
Teacher observations
A behavior chart was used to record the teacher’s observations of the students behavior during the lessons of the
experimental and the control classes (Table 2).
The inclusion of the specific behavioral indicators was informed by relevant literature, as well as the teacher’s
own expectations of the students during the lessons. For example, Tulley and Chiu (1995) found that disruption
(e.g., talking out of turn) and inattention (not listening to teacher, being off-task) to be the most frequent
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behavior problems. Therefore, in our present study, we developed specific indicators to observe these behaviors
(e.g., whether students listen to teacher or other students, complete set work).
Table 2. Behavior chart
Behaviour
Nearly all of
the students
Most of the
students
Some of the
students
Only a few
students
One or two
students
N/A
Listening to teacher or other
students
Reading
Answering Questions in
class
Following instructions
Sitting still
Waiting for their turn to
speak in class
Staying on task
Completing set work
Six rating categories - Nearly all of the Students (except 1 or 2), Most of the Students (except 3 or 4), Some of the
Students (6-10 students), Only a few Students (4 or 5 students), One or Two Students, and Not Applicable were
used to quantify the behavior by the whole class during lessons (class size from 13 to 18 students). The same
chart was used for all the classes. The observations began from the initial implementation of the experiment and
continued in every lesson until the end.
The teacher completed the charts by putting a tick or cross in the appropriate box. If a behavior was deemed not
applicable to the lesson, the teacher ticked the N/A box. For reliability purposes, other teachers observed six
lessons (P1B, P1C, P2B, P2C, P3B, and P4A) and completed a behavior chart in order to cross check and thus
ensure that the one undertaken by the teacher was consistent. The overall inter-observer agreement was 80%.
Student surveys
In order to help gauge students’ perceptions of the use of game mechanics in the lessons and also explore any
differences in attitude and motivation towards the lessons, two student surveys were designed, one for all the
experimental class students and one for all control class students. The students completed the surveys during the
final lesson of the research.
The survey for the experimental classes consisted of four questions. The first question asked if they felt
interested in the English lessons. The remaining three questions focused on the use of ClassDojo (e.g., whether
students liked it and if it helped them participate more).
The survey for the control classes consisted of three questions. The first question asked if they felt interested in
the English lessons. The remaining two questions focused on whether they participated in the lessons and how
motivated they felt to do so.
Teacher reflection
In order to ascertain a teacher’s perception on the use of game mechanics, he was asked to provide a written
reflection on his experience. The reflection would focus on the teacher's experiences and opinions, both positive
and negative, of using ClassDojo in the lessons, what actually happened during the lessons and the impacts it had
on motivation and behavior of the students during the lessons.
Data analysis
Once collected and recorded, the test scores, behavior charts and student surveys were subjected to descriptive
statistics and independent t-test analyses for each pair of experiment-control group in different grade level. To
determine effect sizes, we calculated Cohen’s (1988) d statistic. Once the teacher reflection data had been
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collected, they were analysed and interpreted using an analytic strategy involving data reduction, pattern-
matching, explanation-building, and conclusion drawing (Miles & Huberman, 1984).
Results
To what extent does the use of digital badges-and-points afforded by ClassDojo have an impact on student
learning when compared to a non-digital conventional classroom token system?
Table 3 summarizes student performance on the pre- and post-tests. To test for initial group equivalence, we
conducted t tests.
Table 3. Summary of pre-test and post-test results
Grade
Pre-test
Post-test
Mean
SD
Mean
SD
Reading
Grade 1experiment
8.94
3.56
11.00
3.68
Grade 1control
9.43
2.74
11.14
1.61
Grade 2experiment
8.69
3.81
11.13
3.38
Grade 2control
10.81
2.51
11.25
2.65
Speaking
Grade 3experiment
9.00
2.56
12.69*
2.09
Grade 3control
8.46
2.99
10.08
3.17
Grade 4experiment
10.15
2.64
12.00*
2.77
Grade 4control
8.36
3.71
9.14
4.04
Note. *p < .05.
Comparing students’ pre-test performance: Reading
The results of the independent sample t test (for pre-tests) indicated that there was no significant difference in the
students’ prior knowledge or ability in the experimental and control groups for the reading levels (Grade 1:
M(SD)experiment = 8.94(3.56), M(SD)control = 9.43(2.74), t(30) = -0.421, p = .677; Grade 2: M(SD)experiment =
8.69(3.81), M(SD)control = 10.81(2.51), t(30) = -1.864, p = .072. Therefore, all Grades 1 and 2 classes were
considered equivalent in terms of their prior reading knowledge or ability.
Comparing students’ pre-test performance: Speaking
There was also no significant difference in the students’ prior knowledge or ability in the experimental and
control groups for the speaking levels (Grade 3: M(SD)experiment = 9.00(2.56), M(SD)control = 8.46(2.99), t(27) =
0.523, p = .605; Grade 4: M(SD)experiment = 10.15(2.64), M(SD)control = 8.36(3.71), t(25) = 1.438, p = .163). Hence,
all Grades 3 and 4 classes were considered comparable in terms of their prior speaking knowledge or ability.
Comparing students’ post-test performance: Reading
The results of an independent sample t test (for post-tests) indicated no between-subject difference in post-test
scores for the reading groups Grades 1 and 2 students (Grade 1: M(SD)experiment = 11.00(3.68), M(SD)control =
11.14(1.61), t(30) = -0.135, p = .893; Grade 2: M(SD)experiment = 11.13(3.38), M(SD)control = 11.25(2.65), t(30) = -
0.116, p = .908).
Comparing students’ post-test performance: Speaking
The results of an independent sample t test (for post-tests) revealed that the post-test scores for Grade 3 students
in the experimental group, M(SD)experiment = 12.69(2.09), was significantly higher than for students in the control
group, M(SD)control = 10.08(3.17), t(27) = 2.661, p = .013, d = 0.972 at the 0.05 level of significance with a large
effect size (Cohen, 1988). Similarly, Grade 4 students in the experimental group, M(SD)experiment = 12.00(2.77)
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also scored significantly higher with a large effect size than the students in the control group, M(SD)control =
9.14(4.04), t(25) = 2.128, p = .043, d = 0.83.
The box plots of post-test scores for all groups are shown in Figure 5. The box plot is a useful technique to
present a visual summary of the distribution of a dataset. Specifically, the box plots in Figure 5 showed the
spread of all the post-test data points for the reading (P1 and P2), and speaking (P3 and P4) classes. For example,
comparing the P4 control and experimental classes, the following observations can be made: (a) the post-test
scores of the P4 experimental class ranged from 9 to 15, excluding one outlier (id number 6), while those in the
control class ranged from 0 to 14; and (b) the median post-test score of the P4 experimental class was 13
compared to 10 of the control class. These observations suggest that overall students in the P4 experimental class
did better in their speaking test than those in the control class.
Figure 5. Box plots of post-test scores
To what extent does the use of digital badges-and-points influence student behavior when compared to a
non-digital conventional classroom token system?
Reading (P1 and P2 classes)
The reading experimental group (P1 and P2 classes) had a total of 16 lessons observed, while the control group
had 17. In the tables, each particular behavior types has two figures under each of the six measurements. For
example, the behavior Staying on task in Table 4 (experimental group) displays 10 and 62.5% under the
measurement Most of the students. The first figure shows the number of lessons that the experimental classes
achieved that measurement, while the second number is this number of lessons expressed as a percentage of the
total number of lessons (16). So in about 63% of the classes, Most of the students in the experimental group
stayed on task during the English reading lessons.
Table 4 shows that the majority of students in the experimental classes behaved considerably well in all behavior
categories. The experimental groups achieve a score of over 80% in six categories (A, B, D, E, G, H). For
example, in 81% of the lessons most or nearly all of the students read and stayed on task, in about 88% of the
lessons most or nearly all of the students sat and completed the set work, and in 93% of the lessons most or
nearly all of the students successfully followed the teacher’s instructions.
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Table 4. Behavioral chart data for the experimental reading classes (n = 16 lesson observations)
Code
Assigned points
5
4
3
2
1
0
Behaviour
Nearly all
of the
students
Most of
the
students
Some of
the
students
Only a
few
students
One or
two
students
N/A
A
Listening to teacher or
other students
4
25%
10
62.5%
2
12.5%
0
0%
0
0%
0
0%
B
Reading
8
50%
5
31.3%
2
12.5%
0
0%
0
0%
1
6.3%
C
Answering questions in
class
2
12.5%
10
62.5%
4
25%
0
0%
0
0%
0
0%
D
Following instructions
6
37.5%
9
56.3%
1
6.3%
0
0%
0
0%
0
0%
E
Sitting still
1
6.3%
13
81.3%
2
12.5%
0
0%
0
0%
0
0%
F
Waiting for their turn to
speak in class
1
6.3%
8
50%
6
37.5%
1
6.3%
0
0%
0
0%
G
Staying on task
3
18.8%
10
62.5%
3
18.8%
0
0%
0
0%
0
0%
H
Completing set work
7
43.8%
7
43.8%
0
0%
0
0%
0
0%
2
12.5%
It can be seen that students in the control classes behaved less well in almost all behavior categories (see Table
5). The percentage of lessons in which nearly all the students achieved the behavioral targets A to H was less
than the experimental group, with the highest percentage being about 6%. When combining the measurements
Nearly all of the students and Most of the students together, it can be seen that only one of the targeted
behavioral goals (Completing set work) were achieved in more than 50% of the lessons by most of the students
or more. Instead, the majority of the targeted behavioral goals in the control group were achieved by Some of the
students and Only a few students.
Table 5. Behavioral chart data for the control reading classes (n = 17 lesson observations)
Code
Assigned points
5
4
3
2
1
0
Behaviour
Nearly all
of the
students
Most of
the
students
Some of
the
students
Only a
few
students
One or
two
students
N/A
A
Listening to teacher or
other students
1
5.9%
6
35.3%
9
52.9%
1
5.9%
0
0%
0
0%
B
Reading
1
5.9%
7
41.2%
9
52.9%
0
0%
0
0%
0
0%
C
Answering questions in
class
0
0%
4
23.5%
8
47.1%
5
29.4%
0
0%
0
0%
D
Following instructions
0
0%
7
41.2%
6
35.3%
4
23.5%
0
0%
0
0%
E
Sitting still
0
0%
2
11.8%
9
52.9%
3
17.6%
3
17.6%
0
0%
F
Waiting for their turn to
speak in class
0
0%
2
11.8%
8
47.1%
5
29.4%
2
11.8%
0
0%
G
Staying on task
0
0%
4
23.5%
10
58.8%
2
11.8%
1
5.9%
0
0%
H
Completing set work
1
5.9%
11
64.7%
4
23.5%
1
5.9%
0
0%
0
0%
In order to better illustrate the differences in behavior between the two groups, a weighted mean score was
obtained for each of the behavior types. To do this, each of the six measurements were assigned points 5 points
- Nearly all of the Students, 4 points - Most of the Students, 3 points - Some of the Students, 2 points - Only a few
Students, 1 point - One or Two Students, and 0 points for Not Applicable. The higher the weighted mean score,
the more positive the behavior of the class. The weighted mean score was calculated by multiplying the number
of lessons each behavior measurement was recorded in a particular behavior by the assigned points (sum), and
dividing this figure by the total number of lessons (count). For example, the mean score of 4.7 for experimental
146
group in the behavior Listening to Teacher or Other Students is calculated by (4 x 5 + 10 x 4 + 2 x 3 + 0 x 2 + 0
x 1 + 0 x 0) / 16 = 4.1.
Figure 6 illustrates the differences in behavior between the experimental and controlled groups. Overall, the
experimental group behaved better in all behaviors than the controlled group. It scored a weighted mean score of
4 or more (equivalent to most of students showing a particular behavior in class) in four behaviors, compared to
the controlled group that failed to score a mean of 4 or more in any of the behaviors.
Figure 6. Weighted mean scores for the reading group
Speaking (P3 and P4 classes)
The experimental speaking group (P3 and P4 classes) had a total of 20 lessons observed. The experimental
groups achieve a score of 85% or more in all eight categories (Table 6). For example, in 95% of the lessons most
or nearly all of the students stayed on task, and completed the set work.
Table 6. Behaviour chart data for experimental speaking classes (n = 20 lesson observations)
Code
Assigned points
5
4
3
2
1
0
Behaviour
Nearly all
of the
students
Most of
the
students
Some of
the
students
Only a
few
students
One or
two
students
N/A
A
Listening to teacher or
other students
15
75%
4
20%
1
5%
0
0%
0
0%
0
0%
B
Reading
10
50%
7
35%
0
0%
0
0%
0
0%
3
15%
C
Answering questions in
class
11
55%
9
45%
0
0%
0
0%
0
0%
0
0%
D
Following instructions
16
80%
4
20%
0
0%
0
0%
0
0%
0
0%
E
Sitting still
15
75%
4
20%
1
5%
0
0%
0
0%
0
0%
F
Waiting for their turn to
speak in class
11
55%
7
35%
2
10%
0
0%
0
0%
0
0%
G
Staying on task
14
70%
5
25%
1
5%
0
0%
0
0%
0
0%
H
Completing set work
16
80%
3
15%
1
5%
0
0%
0
0%
0
0%
Table 7 shows the behavioral chart of the control speaking group. The control group had also the same number of
lessons observed. The percentage of lessons in which nearly all the students achieved the behavioral targets A to
H was less than the experimental group, with the highest percentage being 20%. When combining the
147
measurements Nearly all of the students and Most of the students together, it can be seen that only two of the
targeted behavioral goals (listening to teacher or other students and sitting still) were achieved in at least 85% of
the lessons by most of the students or more. Instead, the majority of the targeted behavioral goals in the control
group were achieved by Some of the students and Only a few students.
Table 7. Behavioral chart data for control speaking classes (n = 20 lesson observations)
Code
Assigned points
5
4
3
2
1
0
Behaviour
Nearly all
of the
students
Most of
the
students
Some of
the
students
Only a
few
students
One or
two
students
N/A
A
Listening to teacher or
other students
3
15%
15
75%
1
5%
1
5%
0
0%
0
0%
B
Reading
0
0%
10
50%
7
35%
0
0%
0
0%
3
15%
C
Answering questions in
class
0
0%
0
0%
12
60%
8
40%
0
0%
0
0%
D
Following instructions
0
0%
6
30%
12
60%
2
10%
0
0%
0
0%
E
Sitting still
4
20%
13
65%
3
15%
0
0%
0
0%
0
0%
F
Waiting for their turn to
speak in class
1
5%
9
45%
8
40%
2
10%
0
0%
0
0%
G
Staying on task
0
0%
6
30%
9
45%
5
25%
0
0%
0
0%
H
Completing set work
1
5%
4
20%
11
55%
3
15%
0
0%
1
5%
In order to better illustrate the differences in behavior between the two groups, a weighted mean score was also
obtained for each of the behavior types (Figure 7). Overall, the experimental group behaved better in all of the
behaviors than the controlled group. It scored a weighted mean score of 4 or more (equivalent to most of
students showing a particular behavior in class) in seven categories of behaviors, compared to the controlled
group that scored a mean of 4 or more in only two of the behaviors.
Figure 7. Weighted mean scores for the speaking group
How did the students perceive the use of digital badges-and-points afforded by ClassDojo?
Reading (P1 and P2 classes)
More than 88% of students felt interested in English lessons (agree + strongly agree) (Table 8). 85% of students
liked using ClassDojo in lessons and the same percentage agreed that ClassDojo made them participate more.
Finally, about 74% of students agreed that ClassDojo helped them work harder in the lessons. It can be seen that
the student’s responses in the experimental reading group were generally very positive. The results suggest that
148
students not only enjoyed using the digital badges and points in the classrooms, but also perceived the digital
badges and points enhanced their motivation and participation towards learning reading.
Table 8. Survey results of the experimental reading classes
Experiment classes
Total - 34 students
Strongly
Disagree
Disagree
Neither
Disagree or
Agree
Agree
Strongly
Agree
I feel interested in the English Lessons
0.0%
0.0%
11.8%
23.5%
64.7%
ClassDojo makes me participate more in the
lessons
2.9%
5.9%
5.9%
23.5%
61.8%
ClassDojo helps me work harder in the lessons
0.0%
5.9%
20.6%
14.7%
58.8%
I like using ClassDojo
0.0%
2.9%
11.8%
8.8%
76.5%
With regard to the control group, Table 9 shows that 83% of students felt interested in the teacher’s English
lessons. However, a lesser figure of 50% of students answered that they participated in the lessons with only
60% agreeing that they felt eager to participate in the lessons. These results suggest that although students
enjoyed the teacher’s lessons, many did not feel motivated enough to participate in the learning. Overall, it can
be seen that the student’s responses in the control group were generally not as positive as those in the
experimental group.
Table 9. Survey results of control reading classes
Control classes
Total - 30 Students
Strongly
Disagree
Disagree
Neither
Disagree or
Agree
Agree
Strongly
Agree
I feel interested in the English Lessons
3.3%
0.0%
13.3%
23.3%
60.0%
I participated /joined in the lessons
10.0%
6.7%
33.3%
10.0%
40.0%
I am eager to participate in the lessons
10.0%
10.0%
20.0%
23.3%
36.7%
Speaking (P3 and P4 classes)
About 93% of students felt interested in the English speaking lessons (agree + strongly agree) (Table 10). 86%
of students liked using ClassDojo in lessons and the same percentage agreed that ClassDojo made them
participate more. The results suggest that students not only enjoyed using the digital badges and points in the
classrooms, but also perceived the digital badges and point enhanced their motivation and participation towards
learning and practicing speaking.
Table 10. Survey results of the experimental speaking classes
Experiment classes
Total - 29 students
Strongly
Disagree
Disagree
Neither Disagree
or Agree
Agree
Strongly
Agree
I feel interested in the English Lessons
3.4%
3.4%
0.0%
34.5%
58.6%
ClassDojo makes me participate more in the
lessons
6.9%
0.0%
6.9%
31.0%
55.2%
ClassDojo helps me work harder in the
lessons
10.3%
0.0%
20.7%
20.7%
48.3%
I like using ClassDojo
6.9%
3.4%
3.4%
13.8%
72.4%
Table 11. Survey results of the control speaking classes
Control classes
Total - 27 Students
Strongly
Disagree
Disagree
Neither Disagree or
Agree
Agree
Strongly
Agree
I feel interested in the English Lessons
7.4%
7.4%
25.9%
14.8%
44.4%
I participated /joined in the lessons
3.7%
7.4%
29.6%
44.4%
14.8%
I am eager to participate in the lessons
3.7%
14.8%
44.4%
18.5%
18.5%
In contrast, only 59% of students in the control classes felt interested (agree + strongly agree) in the teacher’s
English lessons (Table 11). Just slightly half (59%) of students answered that they participated in the lessons
149
with only 37% agreeing that they felt eager to participate in the lessons. Overall, it can be seen that the student’s
responses in the control group were generally less positive than in the experimental group.
How did the teacher perceive the use of digital badges-and-points afforded by ClassDojo?
The teacher suggested that ClassDojo was very effective as a behavioral and classroom management system. Not
only were students rewarded for basic good behavior, they were given points if they read well or elaborated on
their answers, therefore helping to constantly reinforce and focus the students on achieving the targeted learning
objectives, and thus, in a sense, developing valuable reflective learning skills.
According to the teacher, the experimental classes were far better behaved than the control classes, and much
easier to manage at all year levels. Seeing their points increase and upgrading to a new badge really gripped the
students’ attention. On the whole, they were more willing to participate. Whereas five hands might go up to
answer a question in the control classes, almost all the hands went up in the experimental classes. When classes
got off task, the teacher rarely needed to raise his voice, and instead just displayed the point boards and then
awarded points for the required behavior. Those who did not behave were soon brought back on task by their
peers with the threat of whole class (implicating every student) point deductions by the teacher.
It took much more effort to achieve and maintain similar behavior in the control classes. Even though the
behavior was not unsatisfactory, it did not match the experimental classes in terms of consistency in paying
attention, following instructions, and sitting still. Furthermore, in the control classes only the more academically
competent students would try to tackle reading difficult words, or elaborate when speaking. On the other hand,
the majority of the students in the experimental classes were attempting to do so. The teacher was pleasantly
surprised to see students who might usually sit back and observe now not only participating, but also pushing
themselves further.
Not all students were so enthusiastic about winning badges or about ClassDojo, but the general feeling was
extremely positive. In most classes, there were a majority of students who were engaged in the project and eager
to gain points. This influence brought an element of peer pressure to classes with students working harder to
keep up and achieve what their friends or the majority of the rest of the class had.
Discussion
The aim of this study was to explore if the behavior and learning of ESL students at an elementary school was
influenced by introducing digital badges-and-points afforded by ClassDojo into the lessons. A total of 120
children in eight different classes participated in this study. Four of the classes (experimental group) utilized the
digital badges-and-points, while the other four classes (control group) employed a non-digital conventional
school point system. The participants in the experimental classes were familiar with ClassDojo because they had
been using it for about four months prior to this study. This makes the use of digital badges and points an
unlikely novel experience for the participants.
The use of digital badges-and-points afforded by ClassDojo significantly improved the oral post-test scores of
Grades 3 and 4 students compared to their counterparts who utilized the non-digital conventional school point
system. One explanation of the better performance of the experimental group students was that they were more
engaged such as answering questions in class, staying on task, and completing set work.
However, we found no significant difference in reading post-test scores between the experimental and control
groups for Grades 1 and 2. The reason for is currently not clear. It is possible that a combination of young age
and circumstances of these classes had a part to play. As noticed by the teacher, students in the four P1 and 2
classes were still consumed with other happenings in the classroom, such as who they were sitting next to, in
addition to the excitement of going to different classrooms. Moreover, the nature of the P1 and P2 English
reading curriculum focused mainly on reviewing and reinforcing what they were expected to know at this level,
rather than enforcing new skill or knowledge; this may have influenced the lack of significant differences in test
scores. The curriculum probably was easy enough to follow without the need for additional motivational tools
(e.g., digital badges), hence progression in both groups being similar and relatively good.
Our results indicated that the majority of students in the experimental classes behaved considerably better than
their counterparts in the control classes who used the non-digital conventional token system. The qualitative
150
results also showed that both the teacher and the students perceived the use of gamification in lessons as having a
generally positive impact on behavior and motivation.
We offer three plausible explanations for the generally favorable results concerning classroom management in
the experimental group. First, the use of different badges (see Figure 3) gives students a sense of progression.
According to the self-determination theory of motivation (Ryan & Deci, 2000), users seek competency. The
element of progression shows users where they are in their learning and how far they are from reaching the
goals; it motivates users to move toward completion and feelings of competence. Reaching a checkpoint or
milestone, and earning new badges stimulates endorphin release in learners in a similar way that exercise,
excitement, or love does (Wroten, 2014). This helps promote a feeling of well-being, and thus motivates learners
to do try harder. This element of progression was not evident in the conventional school token point system.
Second, the use of the online ClassDojo helped create a sense of pervasiveness in the learning environment.
Students can view the class home page which shows each student’s achievements inside as well as outside class.
The school token point system that was implemented in the control group can only be viewed in-class. Third, the
online ClassDojo group tended to focus on individual-based achievement, as opposed to the group-based
achievement practiced in the conventional school token system. It is possible that the use of individual-based
achievement gave each learner a more personal responsibility for managing their own learning and behavior.
We would like to highlight a certain point of interest. Some skeptics may argue that digital badges and points
mainly act as extrinsic rewards which could undermine a user’s intrinsic motivation (e.g., Nicholson, 2012).
Such criticisms, however, remain questionable and speculative. First, it is not conclusive that extrinsic rewards
will always interfere with intrinsic motivation. Several recent studies, for example, found that extrinsic rewards
did not negatively affect the participants’ intrinsic motivation needs (Ledford et al., 2013; Mekler et al., 2013).
Second, focusing only on intrinsic motivation is not a practical strategy for schools. As Deci and Ryan (2000, p.
55) stated, Frankly speaking, because many of the tasks that educators want their students to perform are not
inherently interesting or enjoyable, knowing how to promote more active forms of extrinsic motivation becomes
an essential strategy for successful teaching.”
Conclusion
In addressing the limitations of past research, the overall aim of this paper was to explore the impact of digital
badges-and-points afforded by ClassDojo on behavior and learning of students’ at the elementary school level.
We acknowledge that digital badges-and-points are not a universal solution to all motivational shortcomings;
however this study suggests that they had a positive impact on students and teacher, considerably improving
learning in some of the classes involved in the research, and positively stimulating many of the behaviors
expected of student’s during lessons in all of the classes involved in the research. No adverse effect on student
learning or behavior was found.
For further research, a larger study in which students are exposed to digital badges-and-points for longer periods
would be beneficial in assessing the longevity of their impact on learning and behavior. Further studies should
also focus on the impacts of digital badges-and-points in a number of subject areas and not just English.
Classroom dynamics change depending on the subject and it would be interesting to see the impact digital
badges-and-points may have. We also suggest that a similar research project takes place in other schools that
have a more diverse mix of students such as students in an international elementary school setting.
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... The span of publication dates ranges from 2010 to 2022, with a significant concentration of these studies emerging in the past five years, signaling that the exploration of gamification in EFL/ESL pedagogy is an emergent research domain. The array of digital learning platforms utilized in the reviewed research is diverse, extending beyond the ubiquitously employed Kahoot (Hung, 2017; Zou, 2020; Alawadhi and Abu-Ayyash, 2021; Ebadi et al., 2021;Chen, 2022;Almusharraf, 2023) to include platforms such as TipOn (Hong et al., 2022), ClassDojo (Homer et al., 2018), Edmodo (Lam et al., 2018), as well as gamified English learning applications prevalent in China like Baicizhan (Dindar et al., 2021) and Shanbay (Fan and Wang, 2020), in addition to bespoke gamified software or web pages (Hwang et al., 2017;Hung, 2018). This variety underscores the crucial part that digital gamification resources serve in the realm of EFL/ESL education. ...
... As depicted in Table 2, the preponderance of the empirical investigations under review have conveyed that both learners and educators maintain favorable views on the integration of gamification within EFL/ESL instruction. The consensus is that gamified educational frameworks have unambiguously augmented student engagement and motivation in the English learning process (Liu and Chu, 2010;Hwang et al., 2017;Ge, 2018;Homer et al., 2018; Kaban and Karadeniz, 2021;Chen, 2022;Qiao et al., 2022;Almusharraf, 2023) and stimulated students' interest and engagement in English learning (Hung, 2018;Kingsley and Grabner-Hagen, 2018;Sun and Hsieh, 2018;Ho, 2020;Zou, 2020;Alawadhi and Abu-Ayyash, 2021;Wang et al., 2021). Previous studies have highlighted gamification's role in cultivating an authentic context for language acquisition (Wu et al., 2014;Mei and Yang, 2019) and in diminishing the anxiety associated with the English language learning process (Hwang et al., 2017;Hung, 2018). ...
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Introduction In the landscape of English language education, the integration of gamification has marked a transformative trend. This systematic review, utilizing a rapid evidence assessment methodology, critically examines thirty empirical studies from the Web of Science, spanning the years 2010 to 2022. It aims to synthesize the current body of research on the incorporation of gamification into EFL/ESL pedagogy. Methods The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) was followed when conducting this study to provide a comparative study on the methodology and results of systematic reviews on the use of various digital gaming platforms in China, Malaysia, the United Arab Emirates, Korea, the Netherlands, Saudi Arabia, Iran, Spain, Turkey, and Ecuador. The synthesis of studies under review identifies a spectrum of gamification components incorporated within the educational frameworks. Results Our analysis reveals an ascending trajectory in the prevalence of gamification within this academic sphere and corroborates its efficacy as a catalyst for language acquisition. The synthesis of studies under review identifies a spectrum of gamification components incorporated within the educational frameworks. Discussion The collected evidence underscores gamification’s role in enhancing English proficiency, influencing learners’ attitudes and emotional engagement positively, and fostering an immersive language learning milieu. Furthermore, this review delineates strategic insights and identifies key gamification components instrumental in orchestrating gamified educational experiences. The implications of the findings extend to pedagogical practices, providing a guide for educators in the design and implementation of gamified language learning environments.
... The positive impact on the performance and behaviour of 75% of students is also described in B. Charles (2019). The positive dynamics of primary school students' performance in learning English and more responsible behaviour in completing tasks was also demonstrated by R. Homer et al. (2018), which involved 120 primary school students from eight different grades. However, the researchers found significant positive results of using ClassDojo in grades 3-4, while students in grades 1-2 were equally positive about traditional teaching methods. ...
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... The studies on gamification in marketing research stem from the experiments showing the effectiveness of the use of gamified elements in education. There are numerous studies proving that turning the process of learning into a game improves students' engagement and motivation (da Rocha Seixas et al., 2016;Homer et al., 2018;Seaborn & Fels, 2015). The most commonly used tools to achieve these effects are badges and leaderboards. ...
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