Leitão2022_Article_ASystematicEvaluationOfGameEle (1).pdf (1.43 MB)
A systematic evaluation of game elements effects on students’ motivation
journal contribution
posted on 2021-08-06, 13:22 authored by Rui Leitão, Martin MaguireMartin Maguire, Sarah Turner, Laura GuimarãesMotivation 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 TechnologiesVolume
27Pages
1081-1103Publisher
SPRINGERVersion
- VoR (Version of Record)
Rights holder
© The authorsPublisher 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
2021-06-24Publication date
2021-07-07Copyright date
2022ISSN
1360-2357eISSN
1573-7608Publisher version
Language
- en
Depositor
Deposit date: 2 August 2021Usage metrics
Categories
Keywords
Educational toolsMotivationEngagementGamificationMobile applicationsOcean literacySocial SciencesEducation & Educational ResearchSELF-DETERMINATION THEORYINTRINSIC MOTIVATIONOCEAN LITERACYEXTRINSIC REWARDSGAMIFICATIONEDUCATIONDESIGNENGAGEMENTCLASSROOMEducationInformation and Computing SciencesEducation