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Rocha, Á. ; Ferrás, C. ; Ibarra, W. (Ed.)
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Auer, M.E. ; Pachatz, W. ; Rüütmann, T. (Ed.)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
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Hilliger, I. ; Muñoz-Merino, P.J. ; De Laet, T. ; Ortega-Arranz, A. ; Farrell, T. (Ed.)As a gamification element, virtual currency (VC) stands for rewards that can be exchanged for virtual or real goods. While some forms of reward-based gamification have been studied extensively, the exploration of the impact of VC on learners is relatively scarce. In particular, there is a lack of studies investigating its effects in different learning contexts. Since VC can evoke perception of benefits with positive impact on course outcomes, it may be experienced as an extrinsic incentive. On the other hand, VC can promote internalized motivation when awarded for accomplishment of certain challenges. To bridge this gap we are conducting a longitudinal study on the impact of VC on student motivation and engagement in different contexts and with different types of learners. The goal of this paper is to empirically investigate whether and how VC can improve the engagement in out-of-class practicing of a certain population of learners in a gamified Discrete Structures course. The study demonstrated a strong positive impact of VC on learners’ engagement however VC exhibited no significant impact on students’ academic performance and intrinsic motivation.more » « less
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null (Ed.)The motivation of students to actively engage in course activities has significant impact on the outcome of academic courses. Prior studies have shown that innovative instructional interventions and course delivery methods have a vital role in boosting the motivation of students. Gamification tools aid course delivery by utilizing well established game design principles to enhance skill development, routine practice and self-testing. In this article, we present a study on how the use of a course gamification platform dubbed OneUp impacts the motivation of students in an online cyber security course. The study shows that more than 90% of the respondents agreed that OneUp has improved the effectiveness of the course delivery. In addition, 75% of the respondents want to use OneUp in their future courses. Furthermore, our analysis shows that OneUp has improved the median grade of students from B+ to A- compared to the same course delivered the previous year without using OneUp.more » « less
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Gamification is increasingly advocated as a solution to motivational challenges across learning activities. However, given a particular learning activity, the question of how to choose relevant motivational affordances and how to incorporate them within the activity in order to evoke the desired motivational effect remains an open problem. To address this gap, we propose an activity-centered design framework for gamifying learning activities. The framework is driven by the motivational factors associated with the activity to be gamified and implies identifying potential motivators and demotivators with the intent to guide the selection of relevant motivational affordances. The purpose is to enable a gameful experience by choosing motivational affordances that are in congruence with the motivators while curbing the effect of demotivators. The application of the framework is illustrated by a case study complemented by an empirical evaluation.more » « less
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Gamifying learning is a challenging task assuming holistic thinking about the learning experience rather than focusing on specific game elements. Part of the challenges in this task stem from the fact that gamification represents a class of systems combining utilitarian and hedonic benefits. In addition, there is a lack of appropriate tools supporting gamification of learning. To bridge this gap, we developed OneUp, a course gamification platform. This paper examines the challenges associated with gamifying learning along with OneUp’s support for overcoming them. It also presents a preliminary study of the impact of utilitarian and hedonic values in the context of a gamified Data Structures course.more » « less