TY - JOUR
T1 - A Gamification–Motivation Design Framework for Educational Software Developers
AU - Buckley, Jim
AU - DeWille, Tabea
AU - Exton, Chris
AU - Exton, Geraldine
AU - Murray, Liam
PY - 2018/9
Y1 - 2018/9
N2 - Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as “motivational affordances,” and formalizing the relationship between these elements and motivational affordances, it is the position of this article that gamification can be effectively applied to improve software systems across many different application domains. The research reported here aims to formalize the relationship between game elements and motivation, toward making gamification’s use more systematic. The focus is on the development of a framework linking commonly occurring game elements with the components of a psychological motivational model known as the self-determination theory, coupled with a proposed framework of commonly occurring game elements. The goal is to inform system designers who would like to leverage gamification of the game elements they would need to employ as motivational affordances.
AB - Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as “motivational affordances,” and formalizing the relationship between these elements and motivational affordances, it is the position of this article that gamification can be effectively applied to improve software systems across many different application domains. The research reported here aims to formalize the relationship between game elements and motivation, toward making gamification’s use more systematic. The focus is on the development of a framework linking commonly occurring game elements with the components of a psychological motivational model known as the self-determination theory, coupled with a proposed framework of commonly occurring game elements. The goal is to inform system designers who would like to leverage gamification of the game elements they would need to employ as motivational affordances.
UR - https://www.mendeley.com/catalogue/5b052149-e637-3a82-af84-d24486ba6ae5/
U2 - 10.1177/0047239518783153
DO - 10.1177/0047239518783153
M3 - Article
VL - 47
SP - 101
EP - 127
JO - Journal of Educational Technology Systems
JF - Journal of Educational Technology Systems
IS - 1
ER -