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. 2025 Feb 27;16:1509549. doi: 10.3389/fpsyg.2025.1509549

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.