Loughborough University
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A systematic evaluation of game elements effects on students’ motivation

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journal contribution
posted on 2021-08-06, 13:22 authored by Rui Leitão, Martin MaguireMartin Maguire, Sarah Turner, Laura Guimarães
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.

Funding

Arts and Humanities Research Council Design Star CDT (AH/L503770/1)

Project OceanClass - Do oceano para a sala de aula funded by the Blue Growth Programme of EEA Grants Portugal (EEA.BG.SGS3.022.2019), (2021-2023)

National funds through FCT (Foundation for the Science and Technology) within the scope of UIDB/04423/2020 and UIDP/04423/2020.

History

School

  • Design and Creative Arts
  • Business and Economics

Department

  • Design
  • Business

Published in

Education and Information Technologies

Volume

27

Pages

1081-1103

Publisher

SPRINGER

Version

  • VoR (Version of Record)

Rights holder

© The authors

Publisher statement

This is an Open Access Article. It is published by Springer under the Creative Commons Attribution 4.0 Unported Licence (CC BY). Full details of this licence are available at: http://creativecommons.org/licenses/by/4.0/

Acceptance date

2021-06-24

Publication date

2021-07-07

Copyright date

2022

ISSN

1360-2357

eISSN

1573-7608

Language

  • en

Depositor

Deposit date: 2 August 2021