Published on in Vol 9, No 2 (2021): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/14746, first published .
Leaderboard Design Principles to Enhance Learning and Motivation in a Gamified Educational Environment: Development Study

Leaderboard Design Principles to Enhance Learning and Motivation in a Gamified Educational Environment: Development Study

Leaderboard Design Principles to Enhance Learning and Motivation in a Gamified Educational Environment: Development Study

Authors of this article:

Sungjin Park1 Author Orcid Image ;   Sangkyun Kim1 Author Orcid Image

Journals

  1. Moseikina M, Toktamysov S, Danshina S. Modern Technologies and Gamification in Historical Education. Simulation & Gaming 2022;53(2):135 View
  2. Rincon-Flores E, Santos-Guevara B, Martinez-Cardiel L, Rodriguez-Rodriguez N, Quintana-Cruz H, Matsuura-Sonoda A. Gamit! Icing on the Cake for Mathematics Gamification. Sustainability 2023;15(3):2334 View
  3. Park S, Kim S. Learning Performance Styles in Gamified College Classes Using Data Clustering. Sustainability 2022;14(23):15574 View
  4. Ding Z, Liu R, Ding Y, Yang X, Hong W, Li H. The Concurrent and Longitudinal Relations Between Competitive Classroom Climate and Learning Motivation Among Chinese Adolescent Students: The Mediating Roles of Social Comparisons. Psychology Research and Behavior Management 2022;Volume 15:1209 View
  5. Okariz A, Huebra M, Sarasola A, Ibarretxe J, Bidegain G, Zubimendi J. Gamifying Physics Laboratory Work Increases Motivation and Enhances Acquisition of the Skills Required for Application of the Scientific Method. Education Sciences 2023;13(3):302 View
  6. Santos D, Cardoso E, Alexandre I. Evaluating the Impact of Gamification on the Online Shop of a Game Server: A Comparison between the Portuguese and North American Contexts. Informatics 2023;10(2):36 View
  7. Park S, Kim S. The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification. Sustainability 2023;15(8):6738 View
  8. Nelson C, Gabbard J. Pedagogical Design Considerations for Mobile Augmented Reality Serious Games (MARSGs): A Literature Review. Electronics 2023;12(21):4524 View
  9. Hu Y, Wei H, Chignell M. Impact of rewards on cognitive game performance: Competition with peers increases enjoyment in easy, but not difficult tasks. Computers in Human Behavior 2023;149:107952 View
  10. Borines Z, Adare-tasiwoopa api S. The effectiveness of badging systems in engaging, motivating, and incentivizing students in the mastery of nursing licensure materials. International Journal of Nursing Education Scholarship 2024;21(1) View
  11. Noroozi M, St John A, Masino C, Laplante S, Hunter J, Brudno M, Madani A, Kersten-Oertel M. Education in Laparoscopic Cholecystectomy: Design and Feasibility Study of the LapBot Safe Chole Mobile Game. JMIR Formative Research 2024;8:e52878 View
  12. Torres-Peña R, Peña-González D, Chacuto-López E, Ariza E, Vergara D. Updating Calculus Teaching with AI: A Classroom Experience. Education Sciences 2024;14(9):1019 View
  13. Li C, Liang L, Fryer L, Shum A. The use of leaderboards in education: A systematic review of empirical evidence in higher education. Journal of Computer Assisted Learning 2024;40(6):3406 View
  14. Cook J, Lepage C, Hopkins K, Cook W, Kolog E, Thomson A, Iddrisu I, Burnette S. Co-designing and pilot testing a digital game to improve vaccine attitudes and misinformation resistance in Ghana. Human Vaccines & Immunotherapeutics 2024;20(1) View
  15. Ho S, Xiong S, Li B, Tan W, Ou M, Lisak G. Encouraging pro-environmental behaviour in a virtual reality serious game: the interplay between competition and prior knowledge. Behaviour & Information Technology 2025;44(13):3212 View
  16. Aris Triwahyu Febriansah , Yerry Soepriyanto , Muhibuddin Fadhli . Leaderboard as an Element of Gamification and Student Self-Efficacy for Performance Achievement. Jurnal Ilmiah Pendidikan Profesi Guru 2024;7(3):508 View
  17. Zolfaghari Z, Karimian Z, Zarifsanaiey N, Farahmandi A. A scoping review of gamified applications in English language teaching: a comparative discussion with medical education. BMC Medical Education 2025;25(1) View
  18. Elsawah W. Exploring the effectiveness of gamification in adult education: A learner-centric qualitative case study in a dubai training context. International Journal of Educational Research Open 2025;9:100465 View
  19. Sambo K, Shishah W, Isiaku L. Barriers to gamification adoption in education: A systematic review of cultural, technological, and institutional challenges in developing countries. Information Development 2025 View
  20. Mahu R. Gamification in Project Management. Studies in Business and Economics 2025;20(1):319 View
  21. Khanchai S, Worragin P, Ariya P, Intawong K, Puritat K. Toward Sustainable Digital Literacy: A Comparative Study of Gamified and Non-Gamified Digital Board Games in Higher Education. Education Sciences 2025;15(8):966 View
  22. Al-kfairy M, Alfandi O, Khaddaj S. Psychological barriers to metaverse-based education: examining the impact of technophobia and digital fatigue. Journal of Information, Communication and Ethics in Society 2025;23(4):550 View
  23. Hanafi A, Liliasari L, Munawaroh H. Trends and Impact Gamification in Chemistry Learning: A Bibliometric Analysis. Indonesian Journal of Educational Research and Review 2025;8(1):80 View
  24. Ojonuba S, Türkmen G, Toker S. Enhancing Web Development Education With Game-Based and Gamification Learning: A Study of Engagement, Motivation, and Performance. IEEE Access 2025;13:137048 View
  25. Wang T, Xin Z, Ma X, Wang S, Ametefe D, John D, Darboe T. Gamification as a catalyst for energy efficiency in buildings: Behavioural design, engagement dynamics, and implementation pathways. Results in Engineering 2025;27:106807 View
  26. Ding L, Zhang H. The Gradual Cyclical Process in Adaptive Gamified Learning: Generative Mechanisms for Motivational Transformation, Cognitive Advancement, and Knowledge Construction Strategy. Applied Sciences 2025;15(16):9211 View
  27. Akgül Ö, Güler M. Individual versus collaborative learning: Impact of gamification on achievement and student engagement. The Journal of Educational Research 2025:1 View
  28. Toun N. Strategic Gamification in Communication: Enhancing Engagement in Learning and Health Sectors. Communica : Journal of Communication 2024;2(4):245 View
  29. Başaran S, Taqi A. A Fuzzy DEMATEL-Based User-Centric Design Evaluation of Gamified Recommender Systems. Applied Sciences 2025;15(21):11456 View
  30. Da Silva E, Gonçalves M, Fontoura J, Santos J. ESCAPE ROOM DIGITAL COM LASTRO EM FENÔMENOS ONDULATÓRIOS (MECÂNICOS E ELETROMAGNÉTICOS): UMA PROPOSTA DE GAMEFICAÇÃO AUSUBELIANA. ARACÊ 2025;7(11):e10130 View

Books/Policy Documents

  1. Wen T, Guo Y. HCI International 2023 Posters. View
  2. Daineko L, Goncharova N, Zaitseva E, Larionova V, Dyachkova I. The World of Games: Technologies for Experimenting, Thinking, Learning. View
  3. Dondio P, Almo A, Amaral M, Tibebe E, Rocha M, Brennan A. Games and Learning Alliance. View
  4. Li X, Zaki R. IoT, AI, and ICT for Educational Applications. View
  5. Karavidas L, Skraparli G, Mavropoulou A, Evaggelinou C, Townsend S, Hristova K, Douka S, Tsiatsos T. Smart Mobile Communication & Artificial Intelligence. View
  6. Koulouris D, Menychtas A, Maglogiannis I. Artificial Intelligence Applications and Innovations. View
  7. Sindhu K, Gopinadh M, Nagendra M, Hussain S, Singh L. Cognitive Computing and Cyber Physical Systems. View
  8. Mitchell D. AI Applications and Pedagogical Innovation. View
  9. Mahmood D, Afzaal R. Gamification Learning Framework for Cybersecurity Education. View

Conference Proceedings

  1. Pfau J. 2024 IEEE Conference on Games (CoG). The Real MVP: Quantifying Individual Performances in Multiplayer Online Games View
  2. Samonte M, Abrenica Y, Caparas J, Marcelo D. Proceedings of the 2024 7th International Conference on Information Management and Management Science. Design Analysis on the Development of an E-Learning System for Enhanced Long-Term Memory Retention using Spaced Repetition Approach View
  3. Kurniawan Putra R, Huda Nuha H, Oktaviani I, Ali Abdul-Rahaim L. 2025 International Conference on Data Science and Its Applications (ICoDSA). Development of an HTTP-based Leaderboard System for the 8-Puzzle Game Using the Linear Congruential Generator Algorithm with the System Usability Scale Analysis Method View
  4. Yang K, Wang J, Lu S, Liu Q, Cheng Y, Xia X, Gao T, Wu J, Dong J. 2025 5th International Conference on Artificial Intelligence and Education (ICAIE). Research on the Application of Online Programming Platforms and Generative Artificial Intelligence in the Programming Education of Prospective Chinese Engineers View