Identifying Motivational Styles in Educational Gamification
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Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 Identifying Motivational Styles in Educational Gamification Jared R. Chapman, Ph.D, MBA, MSc – Utah Valley University – [email protected] Peter Rich, Ph.D. – Brigham Young University - [email protected] Abstract motivation in every society for thousands of years. In Little work has been done to understand the modern times, video games have perfected their motivational impact of specific game elements and motivational pull to near addiction. Angry Birds has how they combine to form student motivational styles been downloaded more than 1 billion times and more in educational gamification. In this exploratory study than 10 million subscribers have spent more than 50 we evaluate the level of motivation reported for a billion hours playing World of War Craft [36]. The variety of game elements by 184 students. Using this average gamer, comprising some 40% of the data we generated a principle components analysis to population, is now 20-34 years old, nearly half of identify the underlying factor structure that govern whom are women [28]. This increase and parity in the students’ motivational styles. Four motivational styles gaming population has led to a culture of college were identified: (1) Personal Progress – being students who may be more readily prepared to engage motivated by gamified elements that show one’s in game-based activities for serious learning. What can individual progress in a course; (2) Competition and we learn from games that might encourage students to Praise – being motivated by game elements that show spend more time in their studies, be more engaged, and one’s progress compared to their peers and provide as a result learn more? Seeking answers to these social reinforcing feedback; (3) Individual questions is at the core of understanding and applying Assignments – being motivated by completing gamification in education. traditional assignments and exams; and (4) Group Gamification is the use of game elements in non- Work – being motivated by social assignments like game contexts. It is used in many environments group work and peer review. including customer loyalty, marketing, performance management, and health. Its purpose is to modify participant behavior to achieve specific outcomes. Technology pundits generally believe the use of 1. Introduction gamification will continue to grow in the coming decades and most consider this a positive trend [1]. Over the past few decades, the internet has played Gamification's success in industry suggests that it an increasing role in education. More and more, could also be used in education to increase student courses are moving to distance and hybrid formats engagement and drive learning behavior [33, 46]. In giving more students easier access to education. fact, traditional education already supports many game Online classes have been shown to be especially elements. For example, there are points for beneficial for business and computer information assignments; grades and diplomas as badges; rewards systems courses [27]. However, internet courses can and punishments; leveling up from grade to grade; and limit interaction with teachers and classmates and status indicators [33, 47]. However, there is a stark reduce student motivation [34]. Atchley, Wingenbach contrast between the engagement levels afforded by [3] found that course completion rates were traditional education vs. those achieved in games. significantly lower for online courses and Jaggars [27] While millions of people freely engage in games for found that low-income and underprepared students recreation [36], schools experience disengagement, have withdrawal rates that are 10-15% higher in online cheating, learned helplessness, and dropping out [33]. courses. Regardless of improvements made in content, Reasons for dropping out or low performance include presentation, and modes of interaction, online learning boredom or lack of engagement, absenteeism, and does not seem to transmit emotion or engage students distraction [25]. While traditional education bears in the same way that teachers can [37]. Addressing characteristics of a game, it is not a very good game learner motivation will become more and more [47] from a motivational standpoint. Educational important as online courses become more prevalent. gamification works to improve educational In contrast, games have captured human experiences by making game elements more salient URI: http://hdl.handle.net/10125/41310 ISBN: 978-0-9981331-0-2 CC-BY-NC-ND 1318 2 and transparent to students and engaging them at a gamefulness, and gameful interaction. Gamification is social, emotional, and cognitive level. Its goal is to the use of game elements in non-game contexts. It help students want to participate more deeply in their affords gameful interpretation and action without education and perhaps change their self-concept as including all of the elements of a proper game [46]. learners [33]. The purpose of this study is to identify Many of the ideas underlying gamification have been patterns in student motivation afforded by specific explored for decades in the human computer game elements. interaction field [18]. However, the study of gamification as a specific domain is young. The term 2. Theories Guiding Gamification gamification was first used in 2008 but was not common until the last half of 2010. 2.1 Definition of Educational Gamification Creating a traditional learning game can be a very involved experience requiring significant time and costly resources to produce. These types of learning While numerous definitions have been proposed games are often tightly integrated with the content and for gamification 33, 17, 39, 48 p. 26, 23, 46, 28, 18, cannot easily be repurposed. In contrast, a well- 16, 19, 26, 29 p. 10, 45 p. 75, 32], educational designed educational gamification framework can be gamification has not been specifically defined. Three applied to a variety of existing courses fairly quickly gamification definitions stand out to us as well with minimal time and resources. Where a learning articulated and precise: game may involve a detailed narrative and extensive Gamification: The use of video game elements graphics and other media assets, basic educational in non-gaming systems to improve user gamification might mean simply injecting isolated experience (UX) and user engagement [19] game elements, like a leader board, a course map, or Meaningful gamification: The integration of an experience points meter, into an existing learning user-centered game design elements into non- environment [21]. Of course, capitalizing on more of game contexts [5’] the benefits and opportunities afforded by Gamification: the use of game attributes gamification would likely require further massaging outside the context of a game with the purpose course content and tweaking how students interact of affecting learning-related behaviors or with the course. Yet the overall design of experiences attitudes[32] and commitment of resources would likely be much Drawing upon these three definitions, we propose different that when designing a learning game. a definition for educational gamification: Educational gamification: The use of student- centered game elements in non-game 2.3 Self-determination Theory educational systems to improve student experience; drive engagement with content Deterding [15] suggests that Self-determination and learning activities; model and teach Theory (SDT) is an appropriated theoretical effective learner skills; and enhance student foundation for gamification. SDT assumes that attitude and identity as a learner. humans have innate tendencies towards psychological This definition acknowledges the unique interests growth; a unified self; well-being; and autonomous, of educational gamification and places it within the responsible behavior. According to the theory, these larger context of learning principles. It also tendencies are best realized when the social emphasizes the importance of placing the learning environment supports three basic needs: competence, experience in the context of learner’s needs and relatedness, and autonomy. Competence is feeling interests. While we recognize that this definition effective in one’s social environment; relatedness is merits further explanation, doing so is beyond the feeling connected to others; and autonomy is being the scope of this paper and will require a future essay to perceived cause of one’s own behavior. It is important adequately describe it. to note that SDT’s concept of autonomy is not necessarily insulated from external influences. It 2.2 Educational Gamification vs. Educational allows for influences from the environment as long as the person has endorsed and internalized those Games influences. This allows for a more nuanced explanation of both extrinsic and intrinsic motivation, The term gamification is sometimes mistakenly as described below [25]. SDT includes two sub- applied to all learning games. However, Deterding, theories relevant to gamification: Cognitive Dixon, et al. [46] suggest that gamification is a unique Evaluation Theory and Organismic Integration domain, distinct from serious games, playful design, Theory, described below. 1319 3 of gamification then, care should be taken to pair 2.4 Cognitive Evaluation Theory external motivators with the internal interests and informational needs of the learner, and arbitrary Cognitive Evaluation Theory (CET) primarily external rewards as a