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Enjoyable and Effective Gamification in Education

Gamification, defined as the integration of game design elements into non-game contexts, has emerged as a transformative strategy in education. Despite its widespread use, contemporary gamification practices are constrained by a critical limitation: their predominant focus on three elements, namely points, badges, and leaderboards (PBL). This talk includes two recent projects that investigates new gaming elements in educational context. In the first project, we examine whether converting points into a functional currency improves student learning behavior, and whether the design of the redemption mechanism matters. In the second project, we study richer and widely used gameplay elements that constitute important parts of the experience of play, including functional rewards, dynamic animations, social presence, and competitive narrative.

讲座时间
2026-07-16 10:00:00
地点
管理学院思源楼524室
报告人
Xiao Lei(雷骁)
收录时间
2026-07-09 03:14:18
形式
线下

报告介绍

Gamification, defined as the integration of game design elements into non-game contexts, has emerged as a transformative strategy in education. Despite its widespread use, contemporary gamification practices are constrained by a critical limitation: their predominant focus on three elements, namely points, badges, and leaderboards (PBL). This talk includes two recent projects that investigates new gaming elements in educational context. In the first project, we examine whether converting points into a functional currency improves student learning behavior, and whether the design of the redemption mechanism matters. In the second project, we study richer and widely used gameplay elements that constitute important parts of the experience of play, including functional rewards, dynamic animations, social presence, and competitive narrative.

报告人介绍

Xiao Lei is an Assistant Professor at HKU Business School. He received his doctoral degree in Operations Research from Columbia University. His research focuses on creating enjoyable and sustainable user engagement in digital economy. His research has been recognized by several prizes, including the George Dantzig Dissertation Award (honorable mention), the RMP Section Prize, as well as the best paper awards from CSAMSE, ISCOM, INFORMS Service Science and Behavioral OM society. His projects have delivered real-world impact at large companies such as Tencent and Activision.

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