Gamification in education primarily aims at increasing learners’ motivation to engage in given learning activities and thereby promote desired learning behaviors. Despite its potential and the increasing number of gamified systems their success is still limited due to the fact that gamifying learning is a challenging process. Part of the challenge stems from an insufficient understanding of the motivational mechanisms of gamification on learners’ experience and from the insufficient attention to factors contributing to gameful experiences and promoting sustainable engagement. In addition, there is limited empirical evidence on motivational influences driving students to participate in gamified learning activities. Another factor slowing down the progress of successfully gamified applications is the scarcity of tools that would enable instructors to design and implement gamified activities as part of their instructional strategy. In an attempt to address these challenges, the present paper examines the difficulties inherent in the gamification of educational activities and how the OneUp gamification platform can support instructors in overcoming them with the mechanisms it provides for affording gameful experiences and sustainable engagement. To add to the understanding of the motivational influences towards gamified learning activities, the paper presents a preliminary study of student motivation to use OneUp for out-of-class practicing in a gamified Data Structures course. The outcomes of this study are based on data collected through a focus group, survey data, and system logs.
more »
« less
Motivators Matter When Gamifying Learning Activities
Gamification, the use of game design elements in non-game contexts, has become a promising strategy for enhancing learners’ motivation, engagement, and performance. However, our understanding of how the motivational affordances of gamification interact with the motivational drivers engendered by a learning activity is still limited. In most of the studies the focus is on the role of the incorporated gamification elements, disregarding motivational factors associated with the learning activity, such as perceived utility, expectancy of success, and needed effort to complete it. Expectancy-Value model offers a practical method for estimating the level and quality of learners’ motivation towards a particular task as it accounts for both intrinsic and extrinsic motivators. Employing this model can shed a new light on the motivational potential of educational gamification. Accordingly, in this paper we present experiments with Expectancy-Value-Cost scale (EVC) as an instrument for estimating the level of students’ motivation towards a gamified learning activity. We studied empirically how the motivational factors measured by EVC relate to the level of learners’ engagement in gamified practicing and assessed their predictive qualities.
more »
« less
- Award ID(s):
- 1821189
- PAR ID:
- 10473111
- Editor(s):
- Auer, M.E.; Pachatz, W.; Rüütmann, T.
- Publisher / Repository:
- Springer: Lecture Notes in Networks and Systems book series
- Date Published:
- Journal Name:
- 25th International Conference on Interactive Collaborative Learning (ICL2022)
- Volume:
- 633
- ISBN:
- 978-3-031-26875-5
- Page Range / eLocation ID:
- 947–958
- Subject(s) / Keyword(s):
- Educational gamification Expectancy-value model Motivational design
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
null (Ed.)Effective gamification can only be based on understanding the relationship between learner motivation and the game elements which are used to gamify learning activities. Although frequently mentioned, Virtual Currency (VC) remains underused and scarcely studied in educational gamification. As a motivational affordance, VC can be thought of as supporting different types of motivation, but currently, there is a lack of empirical studies which investigate this. Recognizing this gap, the purpose of our study was to empirically investigate whether and how gamifying learning activities with virtual currency can engender motivation for out-of-class practicing and what type of motivation. In the limited research others have conducted, VC has been studied largely in combination with other game elements, which does not allow reaching reliable conclusions about the impact of the individual elements. For this reason, we studied the effects of VC in a gamified Discrete Math course isolated from other game elements. The study showed that using VC to gamify practicing increased students’ practicing activity, which resulted in improved academic performance. The study also revealed that while gamified practicing did not increase students’ intrinsic motivation, it supported internalization of motivation towards this learning activity.more » « less
-
null (Ed.)Abstract The majority of user models in gamification are based on user’s gamer personality. However, the motivations driving individuals’ learning behavior differ from their motivations when playing. There is no evidence that learners’ experiences in gamified activities are described by these models. Thus, an alternative model capturing learners’ motivational experiences and relating them to the motivational mechanisms of gamification design is needed. To fill this gap we propose a context-specific typology which groups learners based on their type of motivation and perceived ability associated with a learning activity. The purpose of this proposal is to provide a framework for connecting each learner’s type to a set of motivational affordances to which that type is susceptible. Facilitating the task of selecting motivational affordances matching learner’s type aids the design of customized gamified learning.more » « less
-
While the motivational effect of educational gamification is largely recognized, the impact of the gamification element virtual currency (VC) is underexplored, especially in an educational setting. To address this gap, the goal of the presented multi-case empirical study was to systematically explore the impact of virtual currency on learners’ engagement, motivation, and academic performance across different contexts and to uncover potentially generalizable results. Accordingly, this paper presents the outcomes of a multi-perspective analysis of students’ experiences in out-of-class practicing in a learning environment gamified with VC and the effect of this game element. The work builds on previous case studies with analogical goals, which the authors have conducted in different contexts, including the university type, student population, subject area, etc. The provided comprehensive cross-case analysis integrates and extends the previous results tracing the path to generalizable knowledge about the potential of VC. While the results of this multi-case study demonstrate a significant increase in student engagement in out-of-class practicing gamified with virtual currency, they fail to show a significant increase in students’ intrinsic motivation and students’ final course grades. This study is a step forward in enhancing our understanding of the multifaceted effect of virtual currency on learners’ experience.more » « less
-
null (Ed.)Gamification – using game mechanics for affording gameful experiences in non-game contexts – is getting increased attention in the educational field. However, its motivational mechanisms, intended to enhance student learning, are still not sufficiently understood. In this paper, we present an empirical study on the use of one of the most popular gamification elements, badges. The goal is to shed some light on their impact on student engagement and motivation. The study results suggest that while the badges improve student engagement and academic performance, they do not affect the student’s intrinsic motivation. However, we speculate that they foster internalization of the learning-related extrinsic motivators’ values, which results in increased engagement in the learning activities.more » « less