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      The effect of gamification on motivation and engagement

      The International Journal of Information and Learning Technology
      Emerald

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          Abstract

          Purpose

          Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The application of gamification in a pedagogical context provides some remedy for many students who find themselves alienated by traditional methods of instruction. The use of gamification could provide a partial solution to the decline in learners’ motivation and engagement the schooling system is facing today. Specifically, the college environment could benefit a lot from gamifying not only their graduate recruitment strategies, but also the college course content and curricula. This critical analysis of literature on gamification is intended to be part of a sequence on the effect of gamification on motivation and engagement. A proposed methodology in the study of gamification effect on motivation and engagement in addition to an empirical study on three college courses are being finalized to complete this trilogy. The paper aims to discuss these issues.

          Design/methodology/approach

          Themes covered in the literature review include: conceptualizing gamification, advantages of gamification over game-based learning, theoretical connections to gamification, motivation and engagement, connecting gamification to motivation and engagement, emotions and fun in gamification, player types and gamification features, gamification in action, and implementation guidelines.

          Findings

          The literature on the effect of gamification on motivation and gamification is still limited on multiple levels. There is a gap between theory and practice in the study of gamification. There is limited literature on the implementation guidelines of the gamified designs.

          Practical implications

          This critical analysis of literature is followed by connecting it to future research by the same author as part of a sequence on the effect of gamification on motivation and engagement. The second project, will be proposing a methodology for any successful design to provide a holistic understanding of the topic of gamification. Finally, an empirical study on the effect of gamification on students’ motivation and engagement in three college courses will be submitted to complete the trilogy.

          Originality/value

          This paper is a literature review, so there is a strong connection to literature on this topic. However, the synthesis of the themes and ideas are original. The literature review is extensive and covers the different aspects of the topic of gamification and its relationship to motivation and engagement.

          Related collections

          Most cited references84

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          Intrinsic Need Satisfaction: A Motivational Basis of Performance and Weil-Being in Two Work Settings1

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            • Record: found
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            Facilitating optimal motivation and psychological well-being across life's domains.

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              • Record: found
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              Motivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year.

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                Author and article information

                Journal
                The International Journal of Information and Learning Technology
                IJILT
                Emerald
                2056-4880
                January 02 2018
                January 02 2018
                : 35
                : 1
                : 56-79
                Article
                10.1108/IJILT-02-2017-0009
                5e17e14a-ac28-413c-88ca-f09ccf11021b
                © 2018

                https://www.emerald.com/insight/site-policies

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