A systematic evaluation of game elements effects on students' motivation

被引:36
|
作者
Leitao, Rui [1 ,2 ]
Maguire, Martin [1 ]
Turner, Sarah [3 ]
Guimaraes, Laura [2 ]
机构
[1] Loughborough Univ, Sch Design & Creat Arts, Epinal Way, Loughborough LE11 3TU, Leics, England
[2] Univ Porto, Interdisciplinary Ctr Marine & Environm Res CIIMA, Porto, Portugal
[3] Loughborough Univ, Ctr Acad Practice, Epinal Way, Loughborough LE11 3TU, Leics, England
基金
英国艺术与人文研究理事会;
关键词
Educational tools; Motivation; Engagement; Gamification; Mobile applications; Ocean literacy; SELF-DETERMINATION THEORY; INTRINSIC MOTIVATION; OCEAN LITERACY; EXTRINSIC REWARDS; GAMIFICATION; EDUCATION; DESIGN; ENGAGEMENT; CLASSROOM;
D O I
10.1007/s10639-021-10651-8
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Motivation theory is indispensable when discussing processes of learning. Learners who are motivated can learn almost everything. Students' motivation is probably one of the most important factors for teacher effectiveness both for engagement in the learning process and high academic performance. To have effective environmental education, it is not only necessary to inform the public about the ocean but also to involve and engage them is essential. Motivation and engagement are some of the most commonly mentioned concepts in gamification, thus, a gamified application seems to have the necessary features to improve the motivation of students in the learning context of Ocean Literacy topics. The main aims of this work were: i) to understand through a systematic evaluation, how game elements affect the different motivation layers; and ii) to compare them in terms of enhancing the motivation to recycle among secondary school students (11-14 years). To measure students' motivation, a pre-test and a post-test using a recycling situational motivation survey were administered in a classroom environment in Portugal and the UK. Findings show a trend regarding the effect of game elements mainly on the most autonomous forms of motivation. The different game elements, each one with different degrees of effects, were shown to have potential to increase motivation.
引用
收藏
页码:1081 / 1103
页数:23
相关论文
共 50 条
  • [1] A systematic evaluation of game elements effects on students’ motivation
    Rui Leitão
    Martin Maguire
    Sarah Turner
    Laura Guimarães
    Education and Information Technologies, 2022, 27 : 1081 - 1103
  • [2] Ocean literacy gamified: A systematic evaluation of the effect of game elements on students' learning experience
    Leitao, Rui
    Maguire, Martin
    Turner, Sarah
    Arenas, Francisco
    Guimaraes, Laura
    ENVIRONMENTAL EDUCATION RESEARCH, 2022, 28 (02) : 276 - 294
  • [3] How engagement and motivation mediate effects of game elements on learning
    Huber, Stefan E.
    Cortez, Rodolpho
    Leinonen, Mea-Maria
    Poeschko, Julia
    Rohrer, Erwin
    Pahovnikar, Florian
    Gayduschek, Florian
    Lindstedt, Antero
    Kiili, Kristian
    Ninaus, Manuel
    INTERNATIONAL JOURNAL OF PSYCHOLOGY, 2024, 59 : 567 - 567
  • [4] EFFECTS OF DIGITAL GAME-BASED LEARNING IN STEM EDUCATION ON STUDENTS' MOTIVATION: A SYSTEMATIC LITERATURE REVIEW
    Ilic, Jelena
    Ivanovic, Mirjana
    Klasnja-Milicevic, Aleksandra
    JOURNAL OF BALTIC SCIENCE EDUCATION, 2024, 23 (01): : 20 - 36
  • [5] Effects of a video game on the learning and motivation of students in a Natural Sciences course
    Garcia, Sara Janeth Patino
    Garzon, Juan
    REVISTA VIRTUAL UNIVERSIDAD CATOLICA DEL NORTE, 2024, 71 : 81 - 104
  • [6] Motivation of the Students in Game Development Projects
    Repp, Stephan
    Meinel, Christoph
    Yakhyayeva, Sevil
    ITICSE '08: PROCEEDINGS OF THE 13TH ANNUAL CONFERENCE ON INNOVATION AND TECHNOLOGY IN COMPUTER SCIENCE EDUCATION, 2008, : 368 - 368
  • [7] Adaptive Gamification in Science Education: An Analysis of the Impact of implementation and Adapted game Elements on Students' Motivation
    Zourmpakis, Alkinoos-Ioannis
    Kalogiannakis, Michail
    Papadakis, Stamatios
    COMPUTERS, 2023, 12 (07)
  • [8] Does educational gamification improve students' motivation? If so, which game elements work best?
    Chapman, Jared R.
    Rich, Peter J.
    JOURNAL OF EDUCATION FOR BUSINESS, 2018, 93 (07) : 314 - 321
  • [9] Elements in Students Motivation in Technology Education
    Autio, Ossi
    2ND INTERNATIONAL CONFERENCE ON EDUCATION AND EDUCATIONAL PSYCHOLOGY 2011, 2011, 29
  • [10] Serious games for smoking prevention and cessation: A systematic review of game elements and game effects
    Derksen, M. E.
    van Strijp, S.
    Kunst, A. E.
    Daams, J. G.
    Jaspers, M. W. M.
    Fransen, M. P.
    JOURNAL OF THE AMERICAN MEDICAL INFORMATICS ASSOCIATION, 2020, 27 (05) : 818 - 833