Table 2.
Gamification elements applied in the GIEB.
| Deci and Ryan SDT theory | Gamification elements applied in the GIEB |
|---|---|
| Autonomy | Free Choice of Role: Students decide whether to experience the scenario as victim, bully, or bystander. |
| Control over Navigation: Students can start, pause, repeat, or skip sections of the interactive e-book at will. | |
| Competence | Challenges and Questions: Story-embedded questions and scenarios prompt critical thinking and application of knowledge. |
| Timely Feedback: The system provides immediate feedback on student choices, confirming correct answers and explaining incorrect ones. | |
| Points and Badges: Students earn points for correct answers, which they can then redeem for badges, signifying progress and achievement. | |
| Relatedness | Social Sharing: The GIEB allows students to share their earned points and badges with their peers, encouraging interaction and friendly competition. |