The Effects Of Gamified Learning Environment On The Intrinsic Motivation, Psychological Need Satisfaction, And Performance Of Online Students

The Effects Of Gamified Learning Environment On The Intrinsic Motivation, Psychological Need Satisfaction, And Performance Of Online Students PDF Author: Sebiha Balci
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
Gamification is a promising method proposed to solve the motivational problems of online learners and enhance their performance. However, the evidence regarding why and how gamification might work and its effects on these outcomes is inconclusive. In order to provide more evidence to the ongoing discussion in the gamification field, the current study searched for the effectiveness of gamification on the intrinsic motivation, the psychological need satisfaction, and the performance of online learners. Applying the tenets of self-determination theory as a theoretical background, a gamified online learning environment with badges and freedom of choice was created in the TalentLMS. The results showed that badges have the potential to decrease the intrinsic motivation of learners and they do not fulfill the need for competence. However, freedom of choice indirectly increases the intrinsic motivation of learners through fulfilling the need for autonomy. Neither badges nor freedom of choice increased the performance of learners. In addition, it was found that different badge implementation designs (expected badges versus unexpected badges) yielded similar nonsignificant results. The theoretical and practical implications of the study are discussed.

The Effects Of Gamified Learning Environment On The Intrinsic Motivation, Psychological Need Satisfaction, And Performance Of Online Students

The Effects Of Gamified Learning Environment On The Intrinsic Motivation, Psychological Need Satisfaction, And Performance Of Online Students PDF Author: Sebiha Balci
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

Get Book Here

Book Description
Gamification is a promising method proposed to solve the motivational problems of online learners and enhance their performance. However, the evidence regarding why and how gamification might work and its effects on these outcomes is inconclusive. In order to provide more evidence to the ongoing discussion in the gamification field, the current study searched for the effectiveness of gamification on the intrinsic motivation, the psychological need satisfaction, and the performance of online learners. Applying the tenets of self-determination theory as a theoretical background, a gamified online learning environment with badges and freedom of choice was created in the TalentLMS. The results showed that badges have the potential to decrease the intrinsic motivation of learners and they do not fulfill the need for competence. However, freedom of choice indirectly increases the intrinsic motivation of learners through fulfilling the need for autonomy. Neither badges nor freedom of choice increased the performance of learners. In addition, it was found that different badge implementation designs (expected badges versus unexpected badges) yielded similar nonsignificant results. The theoretical and practical implications of the study are discussed.

The Effects of Framing in Gamification

The Effects of Framing in Gamification PDF Author: Florian Brühlmann
Publisher: Springer
ISBN: 3658169265
Category : Psychology
Languages : en
Pages : 77

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Book Description
The author shows that – contradicting the findings of Lieberoth (2015) – simply framing an activity as a game does not increase intrinsic motivation of the participants in a difficult puzzle task. Moreover, for participants who failed at the puzzle, it does not make any difference in terms of intrinsic motivation whether it was framed as a task, a meaningful task, a game or a test of cognitive abilities. However, perceived value of the activity and satisfaction of the need for autonomy were identified as significant predictors for completing additional rounds of the task. This lends support for the importance of the voluntariness and meaningfulness of the task to keep people engaged in gamification.

Gamification and Design Thinking in Higher Education

Gamification and Design Thinking in Higher Education PDF Author: Carmen Bueno Muñoz
Publisher: Taylor & Francis
ISBN: 100385253X
Category : Education
Languages : en
Pages : 98

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Book Description
This book analyzes the use of gamification and design thinking in higher education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students. Using two in-depth examples, the authors show that the introduction of a gamified design in a design thinking activity can be a powerful tool to enhance the experiences of students in the teaching-learning process of a subject; motivate participants in a design thinking activity in the university environment; and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification and design thinking in the educational field can enable both the motivation and engagement of students and promote behavioral changes that materialize as a boost in learning outcomes and academic performance. Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in higher education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in the field of higher education, and with interests in educational psychology and theories of learning.

Gamification in Learning and Education

Gamification in Learning and Education PDF Author: Sangkyun Kim
Publisher: Springer
ISBN: 3319472836
Category : Education
Languages : en
Pages : 164

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Book Description
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Gamification Design for Educational Contexts

Gamification Design for Educational Contexts PDF Author: Armando Toda
Publisher: Springer Nature
ISBN: 3031319494
Category :
Languages : en
Pages : 140

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Book Description


Innovative Approaches to Technology-Enhanced Learning for the Workplace and Higher Education

Innovative Approaches to Technology-Enhanced Learning for the Workplace and Higher Education PDF Author: David Guralnick
Publisher: Springer Nature
ISBN: 3031215699
Category : Technology & Engineering
Languages : en
Pages : 635

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Book Description
New technologies provide us with new opportunities to create new learning experiences, leveraging research from a variety of disciplines along with imagination and creativity. The Learning Ideas Conference was created to bring researchers, practitioners, and others together to discuss, innovate, and create. The Learning Ideas Conference 2022 was the 15th annual conference and was the first time the conference was held as a hybrid event. The conference took place from June 15 to 17, 2022, both in New York and online, and included two special tracks: The Adaptive Learning via Interactive, Collaborative and Emotional Approaches (ALICE) Special Track and a track on Inclusive Learning. Topics covered in this book include, among others, online learning methodologies, diversity and inclusion in learning, case studies in university and corporate settings, new technologies in learning (such as virtual reality, augmented reality, holograms, and artificial intelligence), adaptive learning, and project-based learning. The papers included in this book are of interest to researchers in pedagogy and learning theory, university faculty members and administrators, learning and development specialists, user experience designers, and others.

Gamify

Gamify PDF Author: Biran Burke
Publisher: Routledge
ISBN: 1351861778
Category : Business & Economics
Languages : en
Pages : 136

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Book Description
Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.

The Effects of Gamification on Motivation and Performance

The Effects of Gamification on Motivation and Performance PDF Author: Anna Faust
Publisher: Springer Nature
ISBN: 3658351950
Category : Business & Economics
Languages : en
Pages : 195

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Book Description
In this book, Anna Faust examines the effects of gamification as a non-monetary incentive scheme on motivation and performance. A primary concern of managerial accounting are systems and practices that increase motivation, effort, and performance. However, in the field of management accounting and management control, previous research has focused on the effects of monetary incentives at the expense of non-monetary incentives. Gamification, as a non-monetary incentive scheme, has received little to no attention so far in the field of management accounting and management control. To address this gap, the author conducts three studies to investigate the influence of gamification on motivation and performance. Overall, this book offers new insights into the complexity of gamification as an incentive scheme.

Handbook of Research on Revisioning and Reconstructing Higher Education After Global Crises

Handbook of Research on Revisioning and Reconstructing Higher Education After Global Crises PDF Author: Hai-Jew, Shalin
Publisher: IGI Global
ISBN: 1668459353
Category : Education
Languages : en
Pages : 521

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Book Description
Global challenges, in a chaotic context, are ever in play, emerging and receding in time. At the present moment, the global challenges of the COVID-19 pandemic have resulted in several years of mass-scale challenges and lost learning and socialization from K-12 to higher education for many. The pandemic has been a high consequence and continuing event. Universities and colleges have been under unprecedented budgetary strain. Despite all the immense and irreparable human losses, humanity is moving forward with lessons from the past several years. The Handbook of Research on Revisioning and Reconstructing Higher Education After Global Crises explores how global higher education will recover from the global pandemic at the micro-, meso-, and macro-levels, and how they will re-establish their relevance for teaching and learning, research and innovation, and social contributions. Covering topics such as campus life, online library services, and Indigenous students, this major reference work is an essential resource for educators and administrators of higher education, government officials, students of higher education, librarians, researchers, and academicians.

Psychodidactic Variables and Academic Performance in Physical Education

Psychodidactic Variables and Academic Performance in Physical Education PDF Author: Antonio Baena Extremera
Publisher: Frontiers Media SA
ISBN: 2889668231
Category : Science
Languages : en
Pages : 144

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Book Description