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LEARNING ENVIRONMENT
Mashael Alqahtani
https://www.researchgate.net/figure/Histogram-Number-of-Publications-related-to-Gamification-Research-from-2000-2019_fig1_343845202
The Impact of Gamification on Student Motivation
in Learning Environments
Definition of Motivation:
Motivation is defined as "an inner state that energizes, activates, or moves
and directs or channels behavior towards goals" (Vinoy & Kumar, 2019).
Types of Motivation:
• Intrinsic motivation involves the desire to carry out a task or activity
because it brings pleasure or fulfillment to oneself.
• Extrinsic motivation is the desire to perform an action that leads to a
distinct outcome or reward.
Definition of Gamification
Kapp (2012) defined play as “the use of play mechanics, aesthetics, and thinking
to engage people, motivate action, and promote learning and problem-solving.”
Werbach (2014) defined play as “the process of making activities more game-
like.”
Gamification Elements
https://www.linkedin.com/pulse/basics-gamification-training-leaders-7-key-elements-game-dubey-1
Studies Highlighting Positive Impact
Research studies, such as those by Boverman et al. (2018) and Borrás-Gené et al. (2016),
showcase the positive impact of gamification on student motivation.
Elements like badges and progress bars, when aligned with self-determination theory,
enhance intrinsic motivation and satisfaction with gamified learning environments.
Studies, like the one by Bai et al. (2021), emphasize the importance of considering personal
preferences in gamification design.
Different leaderboard designs impact intrinsic motivation, with absolute leaderboards
increasing motivation for highly ranked students and relative leaderboards promoting
collaboration.
Studies like that of Hakulinen et al. (2015) explored the motivational effects of badges,
suggesting their potential as a promising tool in online learning environments.
Research by Huang and Hew (2015) in an SPSS course demonstrated that incorporating
badges, points, and leaderboards enhanced the overall learning experience for participants.
Studies Highlighting negative Impact
Cruz et al. (2015) showed that participants' badge systems were viewed as tasks that
must be completed and rewards obtained for performing tasks in games, so they do not
impact their motivation.
Domínguez et al. (2013) stated that although their motivation was higher, students who
finished the gamified experience scored higher overall and on practical projects.
However, our data also indicates that these students did poorly on written assignments
and participated less in-class activities.
The consensus from various studies emphasizes the potential of gamification to positively
influence student motivation with attention to the careful design of play elements, which
is critical to success in educational settings. Except for the study of Cruz et al. (2015) and
sDomínguez et al. (2013),
The Theory of Gamified Learning
Flow Theory:
• Definition: Flow theory, proposed by Csikszentmihalyi, describes a state
of total and deep focus on a specific task, where individuals are entirely
absorbed and feel involved.
Self-Determination Theory:
• Definition: According to the self-determination theory by Ryan and
Deci, people are motivated by three basic psychological needs:
competence, relatedness, and autonomy.
The paper notes that game-inspired elements, such as badges, leaderboards, and points, have shown
promising outcomes in positively influencing student motivation.
Alignment with Motivational Theories: The findings align with social comparison theory, flow theory, and
self-determination theory, indicating that various game elements contribute to enhancing motivation.
Mixed Evidence on Gamification Effectiveness: Despite widespread enthusiasm, the paper acknowledges
that evidence regarding the effectiveness of gamification in enhancing learning motivation is mixed.
Some studies report positive impacts, while others present mixed or negative results.
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References
Vinoy Vincent, T., & Kumar, M. S. (2019). Motivation: Meaning, definition, nature of
motivation. International Journal of Yogic, Human Movement and Sports Sciences, 4(1), 483-484.
Kapp, K. M. (2012). The gamifcation of learning and instruction: Game-based methods and strategies for
training and education. Pfeifer.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness:
Defining Bgamification.^ In Proceedings of the 15th International Academic MindTrek Conference:
Envisioning Future Media Environments (pp. 9–15). New York: ACM.
Werbach, K. (2014). (Re) Defining Gamification: A Process Approach. In Persuasive Technology (pp. 266–
272). Springer International Publishing.
An, Y. (2023). The Impact of Gamification on Doctoral Students’ Perceptions, Emotions, and Learning in an
Online Environment. TechTrends, 1-12.
Hamari, J., & Sjoblom, ¨ M. (2017). What is eSports and why do people watch it? Internet Research, 27(2),
211–232. https://doi.org/10.1108/IntR-04-2016-0085
Chen, Y.-H., & Chen, P.-J. (2015). MOOC study group: Facilitation strategies, influential factors, and student
perceived gains. Computers & Education, 86, 55–70. https://doi.org/10.1016/j.compedu.2015.03.008