TY - JOUR
T1 - Gamification and student motivation
AU - Buckley, Patrick
AU - Doyle, Elaine
N1 - Publisher Copyright:
© 2014 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2016/8/17
Y1 - 2016/8/17
N2 - The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a number of contributions. First, by synthesizing the literature the central concepts required for a learning intervention to be considered gamified are mapped and the development of an online gamified learning intervention is described. Second, the effect of gamification on learning outcomes is examined using a pre- and post-intervention survey. We find that gamified learning interventions have a positive impact on student learning. Third, our results show that while generally positive, the impact of gamified intervention*ns on student participation varies depending on whether the student is motivated intrinsically or extrinsically. These findings will be of practical interest to teaching and learning practitioners working in a range of educational contexts, and at all levels of education, who wish to increase student engagement and enhance learning.
AB - The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a number of contributions. First, by synthesizing the literature the central concepts required for a learning intervention to be considered gamified are mapped and the development of an online gamified learning intervention is described. Second, the effect of gamification on learning outcomes is examined using a pre- and post-intervention survey. We find that gamified learning interventions have a positive impact on student learning. Third, our results show that while generally positive, the impact of gamified intervention*ns on student participation varies depending on whether the student is motivated intrinsically or extrinsically. These findings will be of practical interest to teaching and learning practitioners working in a range of educational contexts, and at all levels of education, who wish to increase student engagement and enhance learning.
KW - extrinsic motivation
KW - gamification
KW - intrinsic motivation
KW - prediction market
UR - http://www.scopus.com/inward/record.url?scp=84907889778&partnerID=8YFLogxK
U2 - 10.1080/10494820.2014.964263
DO - 10.1080/10494820.2014.964263
M3 - Article
AN - SCOPUS:84907889778
SN - 1049-4820
VL - 24
SP - 1162
EP - 1175
JO - Interactive Learning Environments
JF - Interactive Learning Environments
IS - 6
ER -