TY - JOUR
T1 - Enhancing intrinsic learning motivation through gamification
T2 - a self-determination theory perspective
AU - Luarn, Pin
AU - Chen, Chiao Chieh
AU - Chiu, Yu Ping
N1 - Publisher Copyright:
© 2023, Emerald Publishing Limited.
PY - 2023/10/24
Y1 - 2023/10/24
N2 - Purpose: The use of gamification might offer a partial solution to the decline in students' motivation and engagement the school system is currently facing. However, there has been a lack of empirical evidence on whether and how gamification may be able to improve learning motivation. Specifically, this study aims at exploring the antecedents and consequences of intrinsic learning motivation and its mediating role in gamification context. Design/methodology/approach: A survey method was used to gather the information from students, and regression analysis was used to examine the relationship between three categories of gamification features (social, achievement and immersion), and intrinsic learning motivation. Moreover, this study further used self-determination theory to clarify how students' psychological needs (relatedness, competence and autonomy) mediate the effects of gamification and learning motivation. Findings: Results showed that social, achievement and immersion features are key aspects that impact students' intrinsic motivation. The psychological needs of students can further enhance these relationships. Originality/value: Overall, the findings illuminate the unique motivations for learning and reveal design strategies that can be implemented to improve teaching through gamification features.
AB - Purpose: The use of gamification might offer a partial solution to the decline in students' motivation and engagement the school system is currently facing. However, there has been a lack of empirical evidence on whether and how gamification may be able to improve learning motivation. Specifically, this study aims at exploring the antecedents and consequences of intrinsic learning motivation and its mediating role in gamification context. Design/methodology/approach: A survey method was used to gather the information from students, and regression analysis was used to examine the relationship between three categories of gamification features (social, achievement and immersion), and intrinsic learning motivation. Moreover, this study further used self-determination theory to clarify how students' psychological needs (relatedness, competence and autonomy) mediate the effects of gamification and learning motivation. Findings: Results showed that social, achievement and immersion features are key aspects that impact students' intrinsic motivation. The psychological needs of students can further enhance these relationships. Originality/value: Overall, the findings illuminate the unique motivations for learning and reveal design strategies that can be implemented to improve teaching through gamification features.
KW - Gamification
KW - Immersion
KW - Learning motivation
KW - Self-determination theory
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U2 - 10.1108/IJILT-07-2022-0145
DO - 10.1108/IJILT-07-2022-0145
M3 - Article
AN - SCOPUS:85151429646
SN - 2056-4880
VL - 40
SP - 413
EP - 424
JO - International Journal of Information and Learning Technology
JF - International Journal of Information and Learning Technology
IS - 5
ER -