Estimating Engagement in Gamified Activities

Rita Ismailova, Christo Dichev, D. Dicheva
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Abstract

The premise behind gamified learning systems is that they improve students’ motivation. However, there is still a scarcity of studies on examining motivational sources that may drive targeted motivation and engagement in gamified learning activities. Improving our understanding of this aspect requires a multi-faceted approach that allows both identifying relevant motivators and assessing their significance. We address this gap by employing three well-recognized theoretical frameworks: Self-determination theory, Expectancy Value theory and Big 5 Personality theory in experimental research aimed to shed new light on the driving forces behind students’ engagement in gamified activities. Accordingly, in this paper we present the results of an empirical study aimed at obtaining evidence on the potential of utilizing these frameworks for predicting learners’ engagement in certain categories of gamified learning activities. A specific objective is to determine which of the three scales yields the highest predictive outcomes with regard to students’ engagement in gamified practicing. The initial results of the study demonstrate empirically that the EVC scale yields the best predictive ability compared to other scales. It also shows the value of using multiple scales for identifying significant sources influencing the engagement in gamified activities.
评估游戏化活动的参与度
游戏化学习系统的前提是提高学生的学习动机。然而,对于游戏化学习活动中驱动目标动机和参与的动机来源的研究仍然缺乏。提高我们对这方面的理解需要一种多方面的方法,既可以确定相关的激励因素,又可以评估其重要性。我们在实验研究中采用了三个公认的理论框架:自我决定理论、期望价值理论和大五人格理论来解决这一差距,旨在揭示学生参与游戏化活动背后的驱动力。因此,在本文中,我们提出了一项实证研究的结果,旨在获得利用这些框架预测学习者参与某些类别游戏化学习活动的潜力的证据。具体目标是确定三个量表中哪一个在学生参与游戏化练习方面产生最高的预测结果。研究的初步结果实证表明,EVC量表与其他量表相比具有最好的预测能力。它还显示了使用多个尺度来确定影响游戏化活动参与的重要来源的价值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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