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Page 1 of 47 International Journal of Information and Learning Technology
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Running head: GAMIFICATION: MOTIVATION AND ENGAGEMENT 1
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10 Abstract
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Gamification is the application of game features, mainly video game elements, into non-game
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context for the purpose of promoting motivation and engagement in learning. The application of
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17 gamification in a pedagogical context provides some remedy for many students who find
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19 themselves alienated by traditional methods of instruction. There is a direct link between
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22 increased motivation and higher levels of engagement when the gamification intervention is
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24 introduced. This is a literature review on gamification, motivation, and engagement. In the
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26 literature regarding how gamification promotes students’ motivation and task engagement in a
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college environment, some important topics are: conceptualizing gamification, advantages of
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31 gamification over game-based learning, theoretical connections to gamification, motivation and
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38 guidelines.
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International Journal of Information and Learning Technology Page 2 of 47
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GAMIFICATION: MOTIVATION AND ENGAGEMENT 2
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Gamification is a newly coined term that reflects a social phenomenon arising with a
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generation of digitally literate population. Gamification has been defined as the use of “game-
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17 based mechanics, aesthetics, and game thinking to engage people, motivate action, promote
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19 learning, and solve problems” (Kapp, 2013, p. 125). This operational definition, which will be
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used in this literature review, incorporates important pedagogical components. First, the
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24 pedagogical application of gamification to promote learning is emphasized as contrasted to
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26 business applications. Second, digital game mechanics, which includes, but is not limited to,
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28 avatars, badges, points, levels, leaderboard, virtual rewards, and storyline or quests, are
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31 highlighted. Third, there is reference to game dynamics, which is focused on game elements that
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33 allow for social interaction between players. In addition, motivation and engagement are
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35 included in this definition as possible effects of gamification. The fourth pedagogical component
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38 in Kapp’s definition is the emphasis on critical thinking skills, which are essential in learning and
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40 could be partially promoted through gamification.
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42 Although non-digital game components have wide applications in educational contexts,
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the focus of this paper is on the digital video game elements that are used in pedagogical context
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47 to promote task engagement, increase motivation, and enforce desirable learning behaviors. The
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49 rationale behind deploying video game elements in an educational context is that they have
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51 already captured the attention of millions of loyal players all over the world. In the United States,
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54 about 58% of the population played video games (Folmer, 2015). Unlike the general assumption,
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56 the average age of video game players is thirty with almost a balanced percentage of males and
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Page 3 of 47 International Journal of Information and Learning Technology
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GAMIFICATION: MOTIVATION AND ENGAGEMENT 3
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3 females: “There are more females over the age of thirty playing video games than boys under
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6 eighteen, and one-third of parents play video games with their kids regularly” (p. 2).
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8 A significant problem that many schools and educators are facing today, as Zickermann
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10 and Cunningham (2011) posited, is that many students are lacking the motivation and interest to
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learn. If given a choice, many of them would prefer to play video games rather than reading a
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15 book or completing a homework assignment. The solution is not, as many educators, policy
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17 makers, and politicians suggest, resolved by creating additional educational standards or adding
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more standardized tests in an endless cycle of trial and error. Prensky (2001) enthusiastically
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22 presented the solution to learners’ disengagement through the marriage of education and
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24 entertainment; thus, the term “edutainment:” “Great education is edutainment that has gotten the
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26 mix right. . . . No rational person condemns the genre; we speak of good books, good plays, and
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29 good movies as those that stand the test of time” (p. 380). Some proponents of gamification, such
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31 as Zickermann (2010), are for more –tainment than –edu. Prensky (2001) confirmed that there is
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33 no magical recipe, but that depends on the context and is left to teachers to design the perfect
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mix of education and entertainment depending on their students’ needs.
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38 According to Prensky (2011), game features can provide the –tainment part of the
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40 educational design needed to engage learners. Borrowing game elements, he argued, and
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incorporating them into the classroom environment can facilitate engagement. Little research has
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45 been done on the effect of gamification on motivation and engagement of the learners. The
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47 research literature connected to gamification is limited on multiple levels and there is a need to
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49 explore the long-term effect of gamification in promoting and sustaining learners’ motivation
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52 and engagement. This literature review will include studies done on the effect of gamification on
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54 learners’ engagement and motivation.
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International Journal of Information and Learning Technology Page 4 of 47
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GAMIFICATION: MOTIVATION AND ENGAGEMENT 4
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3 In this literature review, research connecting gamification to motivation and engagement
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6 will be explored under these themes: conceptualizing gamification, advantages of gamification
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8 over game-based learning, theoretical connections to gamification, motivation, and engagement,
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10 connecting gamification to motivation and engagement, emotions and fun in gamification, player
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types and gamification features, gamification in action, and implementation guidelines.
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15 Conceptualizing Gamification
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17 There is no consensus on the definition of gamification among researchers, nor is there an
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agreement on the difference between game-based learning (GBL) and gamification. Kapp (2013)
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26 game elements where, instead of the learning objectives, the teacher in a gamified classroom will
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29 present a challenge or quest that the players will need to undertake leading them to the learning
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31 experience.
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33 Some researchers define gamification as the use of game elements, mechanics, features,
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design, and structure in a non-game environment or context (Attali & Arieli, 2015; Bruder, 2015;
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38 Dale, 2014; Davis, 2014; Deterring, 2012; Gonzales et al., 2016; Hanus & Fox, 2015; Issacs,
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40 2015; Kapp, 2013; Powers et al., 2013; Keeler, 2015; Koivisto & Hamari, 2014; Seaborn & Fels,
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2015; Sheldon, 2011; Whitton, 2012; Zickermann, 2011). This “non-game environment” is broad
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45 enough to cover the wide application of gamification in business, thus Zickermann and
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47 Cunningham’s (2011) definition: “The process of game-thinking and game mechanics to engage
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49 users and solve problems” (p. xiv). Gamification, according to Simões, Redondo, and Vilas
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52 (2013), is the utilization of game mechanics and game dynamics in “non-game applications” (p.
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54 348). The definition of Simões et al. (2013) is focused on the social aspect of gamification, such
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Page 5 of 47 International Journal of Information and Learning Technology
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GAMIFICATION: MOTIVATION AND ENGAGEMENT 5
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3 as collaboration. Leaning’s (2015) definition of gamification as an experience outside of gaming
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6 context is as broad as the previous definitons.
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8 Other definitions are more focused on critical thinking skills that are usually used in
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10 games and can be activated in non-game context (Farber, 2013). There are some defintions
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where the pedagogical applications of gamification are emphasized. Kingsley and Grabners
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15 (2015) posited that gamification should be understood as a combination of “ content area
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17 instruction, literacy, and 21st century learning skills in a highly-engaging learning environment”
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(p. 51). In the eyes of Hamari, Koivisto, and Sarsa (2014), gamification becomes more complex
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22 with specific focus on “motivational affordances” and change in behavior as an outcome (p.
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26 Folmar’s (2015) definition captured an important idea in the application of gamification
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29 in learning and other fields: game thinking. Folmer defined gamification as “the use of game
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31 thinking and game mechanics to meet non-game ends” (p. 2). The lack of game thinking when
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38 Game thinking mandates rethinking teaching practices, not just adding game elements without
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40 considering how gamification works: “Gamification is not just making a game, which imparts a
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lesson; it is applying game thinking to how we impart that lesson and continuing to develop it
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49 performance of a task as they demonstarte achievement, whereas in gamification “the effort is
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52 rewarded, with badges or points even when the objective is not completed: “that [is] what
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54 gamification does, it rewards the effort [emphasis added], not the winning” (p.7). In other words,
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International Journal of Information and Learning Technology Page 6 of 47
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GAMIFICATION: MOTIVATION AND ENGAGEMENT 6
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3 in a gamified environment the students are encouraged to engage in the process and reasoning
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6 and are evaluated accordingly regardless of whether they succeeded in their endeavor or not. Of
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8 course, this is not to undermine the importance of task but rather to motivate the learners to exert
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10 effort in tackling different learning challenges. Brewer et al.’s (2013) study on children (five to
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seven) has shown that the use of gamification increased the percentage of task completion from
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important to discuss the difference between gamification and game-based learning (GBL).
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26 characteristics that make gamification superior to other digital games used in education and
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29 otherwise, it is important to understand some game terminolgy. Game-based learning is intended
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31 solely for education and relies on a learning game that has a beginning and an end. Serious
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33 gaming is a broader term used to describe games intended for education, industry, training and
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stimulation (Connolly, Boyle, MacArthur, Hainey & Boyle, 2012). Table 1 shows the low
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38 frequency in the search results of the term gamification as compared to game-based learning,
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40 serious games, and educational games. The search in the databases, Eric, Sage, ScienceDirect,
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and GoogleScholar, was conducted using keywords: gamification, game-based learning,
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45 educational games, and serious games. Other than gamification, all the search included the word
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47 “game” to narrow down the results. GoogleScholar had the largest number of results on
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49 gamification because it included conference proceedings, websites, and online documents. All in
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52 all, the results reflected the recency of the topic of gamification as compared to other game-based
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Page 7 of 47 International Journal of Information and Learning Technology
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GAMIFICATION: MOTIVATION AND ENGAGEMENT 7
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3 Gamification and game-based learning are an area of confusion and misunderstanding for
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6 many educators and game designers. The two concepts: gamification, and game-based learning,
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8 are distinctively blurred for Nah, Telaprolu, Rallapalli, and Venkata (2013). They stated: “By
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10 turning an activity or a process into a computer game, i.e. through various game design elements
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such as rewards for achievement, desirable behavioral change can be induced” (p. 99).
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15 Gamification is not when learning is changed into a computer game but rather when adding a
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behavior.
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22 Table 1
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24 Database Search Results
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26 Database Gamification Game-based Educational Serious
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Sage 276 92,557 41,472 37,834
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35 ScienceDirect 648 213,648 42,072 55,270
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41 Keeler (2014) posited major differences between gamification and game-based learning.
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44 Game-based learning is “when students play games to learn content,” whereas gamification is the
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46 “application of game-based elements to non-game situations” (p. 1). Issacs (2015) also made a
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48 clear distintion between the two approaches: “[G]amification has been integrated in a more
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authentic manner as some classrooms have become a living breathing game.. . . . Unlike
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International Journal of Information and Learning Technology Page 8 of 47
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GAMIFICATION: MOTIVATION AND ENGAGEMENT 8
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3 Simões et al. (2013) elaborated upon how gamification works differently from game-
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6 based learning in the classroom: “The gamification of education approach has the advantage of
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8 introducing what really matters from the world of video games – increasing the level of
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10 engagement of students – without using any specific game” (p. 347). Gamification in education
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is an ongoing process that harvests the most engaging game components and applies them to
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duration of the game. Once the game is completed, many learners or players do not have any
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22 more interest in a game they have mastered and completed. Folmar (2015) described how serious
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24 games work in contrast to gamification: “[Serious gaming] is a game with a completion stage as
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26 compared to gamification which is meant to create ongoing and prolonged engagement” (p. 5).
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29 On one hand, gamification works by adding elements inspired from games to the classroom
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outcomes. The learning is facilitated through playing games whether digital or non-digital.
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claimed to be so, was Where in the World is Carmen Sandiego which came out in 1985. Since
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45 then, very few games have achieved similar record success. McGonigal (2011) supported
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49 games are short-lived and do not meet the needs of the schools and educational systems:
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52 “Educational games are at best a temporary solution. The engagement gap is getting too wide for
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Page 9 of 47 International Journal of Information and Learning Technology
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GAMIFICATION: MOTIVATION AND ENGAGEMENT 9
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3 (2011) joined Prensky (2001) in recommending the gamified path in teaching and learning that
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6 allows the students to engage in from the beginning to end.
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8 It is important to explore the theoretical foundations to this research paper before
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Theoretical Connections to Gamification
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15 The knowledge base connecting gamification to theoretical principles is thin and the
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Seaborn and Fels (2015) did a review of peer-reviewed literature on gamification and
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22 engagement of 32 studies. Only ten of them were founded on theories (five of which by the same
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29 gamification] and applied work lacks reference to theory- which serves to limit the growth of the
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connection between gamification, motivation, and engagement, the three theories of self-
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Motivation and engagement, as a major focus of this literature review, are at the heart of
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49 2015). According to Baard, Deci, and Ryan (2004), competence is connected to the motivation to
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52 overcome challenges and achieve success. The need for autonomy, they add, relates to volition
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International Journal of Information and Learning Technology Page 10 of 47
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GAMIFICATION: MOTIVATION AND ENGAGEMENT 10
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3 they elaborate, is about social status and a connection with others based on mutual respect and
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6 interdependence. The three elements of SDT constitute human psychological needs to make
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8 choices, to compete and collaborate with others; all of which can be afforded in the gamified
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Many players in a gamified environment, according to Gee (2003), choose their own
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15 avatars, choose to play the game competitively, or by working with others in affinity groups
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17 (autonomy and volition). Many feel satisfied as the results are displayed on leaderboards of the
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gamified environment they engage in highlighting the social element of relatedness. Studies have
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22 shown that the elements of SDT positively affect intrinsic motivation: “considerable research has
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26 competence, autonomy, and relatedness to enhance autonomous motivation, which comprises
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29 intrinsic motivation and well-internalized extrinsic motivation” (Deci & Ryan, 2008, p. 14).
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33 on one hand, and self-determination theory (SDT), on the other hand. When players engage the
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gamified environment, they willingly immerse themselves in virtual challenges for the purpose
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38 of achieving fun and play; elements deeply rooted in human beings: “Intrinsically motivated
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conditioning, just by the mere pleasure of carrying them out (Francisco-Aparicio, Guti'errez-
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49 concept of gamification and its different components. Robson et al. (2015) proposed a
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52 framework that relies on three gamification principles of mechanics, dynamics, and emotions
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Page 11 of 47 International Journal of Information and Learning Technology
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GAMIFICATION: MOTIVATION AND ENGAGEMENT 11
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3 emotions (MDE) framework, mechanics refer to goals, rules, rewards; dynamics refer to how
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6 players act and apply the mechanics; emotions, as the name suggests, refers to players’ feelings
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8 during the gamified experience.
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New literacies study (NLS) is an extension of the new literacy theory with a special focus
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15 on the digital environment as a semiotic domain for taking and processing meaning. In the NLS
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as well, ways of acting, interacting, valuing, believing, and knowing as well as often using other
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22 sorts of tools and technologies” (Gee, 1997, p.10). The new literacies study is an umbrella term
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29 processing take place. One of these modes of learning is through the affinity groups and the
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31 many forms of social interaction in the digital game environment (Gee, 2003). Consequently,
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33 behaviorism, with the individual learner at its center (Gee, 2005), conflicts with new literacies
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study that seeks to find meaning outside of the individual through and in the social environment.
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38 This seemingly conflicting premise of the two theories of behaviorism and new literacy studies
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atmosphere afforded by gamification. Chalco et al. (2015) argued that gamification allows for
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45 learning to happen individually as the learners feel extrinsically and intrinsically motivated
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47 through gaining points and winning awards. At the same time, the social aspect of gamification
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49 through collaboration and competition, they added, is very important. Thus, the use of both
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52 behaviorism and new literacies study is justified.
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International Journal of Information and Learning Technology Page 12 of 47
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GAMIFICATION: MOTIVATION AND ENGAGEMENT 12
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6 Behaviorism: Relating Conditioning to Gamification
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8 Gamification also has a strong connection to theories in human psychology, specifically
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10 behaviorism. According to Gonzales et al. (2016), gamification can produce significant
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behavioral change “from an early age using the dynamics of games” (p. 549). Some researchers
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15 explained this connection between gamification, on one hand, and human psychology and
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17 behavioral science, on the other hand, gamification “rests on three primary factors: motivation,
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ability level, and triggers” (Dale, 2014, p. 85). Some of the basic principles of behaviorism, such
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26 points and badges, or upgrading and demoting in a game setting.
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29 Skinner (1984), one of the fathers of behaviorism after Watson in the 1920s, realized the
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31 connection between behaviorism principles and some of the elements in the simple video games:
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33 “No one really cares whether Pac-Man gobbles up all those little spots on the screen . . . What is
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reinforcing is successful play, and in a well-designed instructional program students gobble up
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38 their assignments” (p.952). Skinner (1937) coined the term “operant conditioning” when
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40 discussing the premises of behaviorist principles which is the “study of reversible behavior
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maintained by reinforcement schedules” (Staddon, 2003, p. 115). There are two types of
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45 reinforcement schedules: fixed and variable. Chou (2013) posits that both fixed and variable
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47 reinforcement schedules are used in the gamification design. However, the fixed reward, which
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49 he named “earned lunch,” is less engaging than the variable reward schedule, which he calls
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52 “mystery box” (p. 1). Whereas, fixed reinforcement schedule, in the context of gamification, has
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54 resulted in low engagement levels immediately following the reward or penalty, variable
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GAMIFICATION: MOTIVATION AND ENGAGEMENT 13
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3 reinforcement schedule, as the element of surprise is activated, has produced higher engagement
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6 levels in the gamified context (Raymer, 2011).
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8 Folmar (2015) considered the real power of gamification its ability to produce desirable
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10 behavior change. Some researchers have defined gamification from a behaviorist-scientific
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perspective: “Gamification is a designed-behavior shift through playful experiences” (Reiners &
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15 Wood, 2015, p. vi). Based on the variable schedule of the operant conditioning, not every
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many times for the hope of winning once, yet they still come back to gamble (Nicholson, 2015).
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22 In the next section, motivation and engagement are explored further to see how
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24 gamification can foster them.
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26 Motivation and Engagement
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29 Motivation and engagement are two closely related concepts which often overlap in areas
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31 of intrinsic motivation and cognitive engagement (Dornyei & Ushido, 2011; Guthrie, Willinger
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33 & You, 2012). Despite this strong link between motivation and engagement, the two terms are
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not synonymous and the presence of one does not necessarily dictate the presence of the other
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38 one. According to Brooks, Brooks, and Goldstein (2012), motivation is linked to psychological
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40 elements that drive behavior and choice-making. Engagement, in the view of Russell, Ainley,
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and Frydenberg (2005), is an “energy” linked to different actions and tasks (p. 1). Appleton,
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45 Christenson, Kim, and Reschly (2006) highlighted the importance of both motivation and
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47 engagement in learning, but emphasized their separation as independent constructs.
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49 Although the separation of motivation and engagement is an “ongoing issue” (Brooks et
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52 al., 2012, p. 548), there are some areas where the relationship between the two is nuanced.
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54 Griffiths, Lilles, Furlong, and Sidhwa (2012) stated that engagement has evolved to include the
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3 psychological inner processes and the manifestation of that in human behavior in the form of
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6 task engagement, affective, and cognitive engagement. Willms (2003) emphasized the
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8 connection between psychological attitudes and the participation in school activities when
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10 presenting an operational definition for engagement. Other scholars focused on the observable
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aspects of engagement such as the learners’ behaviors, their effort and dedication in performing
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15 schoolwork, and their levels of participation and attendance (Ryan, 2000).
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17 Motivation and engagement are sometimes distinguished chronically in occurrence.
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Intrinsic motivation and prior attitudes about learning can be a precursor to task engagement and
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22 increased participation. Participation could work in the opposite direction changing negative
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24 prior attitudes. The combination of strong motivation and high task engagement facilitate
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26 successful learning experience (Davis & McPartland, 2012). Engagement as an observable
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29 positive behavior (i.e. involvement in school activities) is driven by prior attitudes or as Ryan
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31 (2000) called them “beliefs” (p. 102).
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38 amplifies, terminates, and evaluates the cognitive and motor processes whereby initial wishes
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40 and desires are selected, prioritised, operationalised, and (successfully or unsuccessfully) acted
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out” (p. 64). Motivation is divided by some researchers into five components: intrinsic and
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45 extrinsic motivation, task value, ability belief, and expectancies for success (Hsieh, 2014).
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47 Intrinsic motivation is triggered by human needs for mastery, curiosity, and overcoming
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49 challenges. Extrinsic motivation is relevant to elements not related to the task value such as
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52 rewards, grades, “performance and competition or evaluation by others” (p. 419). Task value is
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54 the perception and the value of the task by the learners and whether it is beneficial for them or
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3 not. Finally, expectancy for success is how the learners expect to perform in the future as they
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6 engage in a specific task (Wigfield, Byrnes, & Eccles, 2006).
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8 Engagement indicates the passion and emotional involvement in participating and
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10 completing learning activities (Skinner & Belmont, 1993). Kuh (2009) tracked the evolution of
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the engagement construct throughout history from meaning the time learners spend on task, to
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15 the outcome and achievement of learning, the quality of students’ effort, student interaction and
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17 immersion in the learning experience, and finally, his own definition, the quality and effort
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learners invest in an authentic activity. Notice that the common theme among all definitions Kuh
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22 discussed is the visible aspect of engagement as it is manifested in the learners’ behavior towards
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24 the learning experience and the quality and time they invest in the learning task. However, to
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26 equal engagement to time on task is unfair in capturing the full scope of this term. Schlechty
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29 (2001) argued that engagement is not simply synonymous with time on task, but it is “the
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31 enthusiasm and diligence” in doing the task that makes the engagement a reality (p. 64).
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33 Csikszentmihalyi (1997) emphasized this connection between engagement in a task and the
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overwhelming deep involvement of the learners that transcends time and space.
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introduction of game elements (Table 2). The following inclusion criteria were followed in the
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49 elements of video games and any study that did not employ them was excluded. The studies were
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52 obtained through Washington State University (WSU) library data system and some of them
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54 were made available through interlibrary loan network. In addition, some conference
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3 proceedings were obtained through GoogleScholar. All the studies were examined carefully for
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6 theoretical foundations utilized in the study of gamification, the gamified content, the number
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8 and age of the participants, and the results.
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10 Researchers who conducted empirical studies on the utilization of gamification elements
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agree on the positive effect on students’ engagement, motivation, and overall performance
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15 through instant feedback and collaboration (Kingsley & Grabner, 2015; Leaning, 2015;
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17 Papastergiou, 2009; Seaborn & Fels, 2015; Koivisto & Hamari, 2014). Some authors proposed
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positive results showing higher likeability ratings when gamification features are introduced
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22 (Attali & Arieli, 2015). These results refer to how students felt toward the introduction of the
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24 game elements to the learning environment. Some studies showed no connection between
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26 students’ engagement and motivation and the introduction of gamification features to the
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29 learning environment (Hanus & Fox, 2015).
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31 In a review of peer-reviewed empirical studies on gamification, Hamari, Koivisto and
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33 Sarsa (2014) reviewed 24 studies, and stated that most of the studies yielded positive results of
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the relationship between gamification and learners’ engagement. Seaborn and Fels (2015)
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38 reviewed 32 studies on the utilization of digital gamification elements pedagogically. Out of the
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40 32 studies, 20 yielded positive results connecting gamification to increased levels of motivation
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and engagement. The remaining 12 studies yielded negative results showing no correlation
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45 between students’ engagement and introduction of game elements. Some empirical studies
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47 (Leaning, 2015; Berkling & Thomas, 2013) which produced negative or mixed results, focused
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49 on limited features of gamification, or forced the students to work with the game options
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52 available and failed to give them choice.
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3 Table 2
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5 Summary of Literature Review on Gamification
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7 Reference Gamification Results Gamified Theoretical n Age
8 Features Used Content Connections
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10 Barta, Gama, Badges, points, Positive Computer N/A 77 18-21
11 Jorge, challenges, engineering
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Gonclaves leaderboards, course
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14 (2013) levels
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16 Berkling & Levels, Negative Software Motivational theory 90 20-21
17 Thomas leaderboards, engineering
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18 (2013) points course
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Betts, Bal & Levels, choice Positive Web-based N/A 33 N/A
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25 Curatr
26 Brewer et al. Points and positive Lab experiment N/A 14 5-7
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34 Eleftheria Points, badges, positive Augmented N/A N/A 10-12
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et al. (2013) challenges, reality Following
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37 virtual goods science book Bartler’s player-type
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38 model.
39 Gibson et al. positive General use of Intrinsic and extrinsic N/A N/A
40 (2013) Badges badges as a motivation.
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42 Goehle Levels and positive Web-based N/A 60 N/A
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(2013) points homework
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45 Program called
46 WebWork
47 Hanus & Leaderboard positive Two college Cognitive evaluation 80 18-24
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8 Reference Gamification Results Gamified Theoretical n Age
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9 Features Used Content Connections
10 Kumar & positive Teaching N/A 207 25-30
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Khurana Badges, points, programming
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13 (2012) levels languages
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15 O’Byrne Badges positive Youth program New literacies studies 1 12
16 et al. (2015) called MOUSE
17
of
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Leaning Leaderboard Mixed Undergraduate Situated motivational 125 18-23
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20 (2015) and points. media-studies affordance
21 non-digital course.
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22 games
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24 Todor & Rewards, positive E-learning N/A N/A N/A
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28 electronics
29 Raymer Rewards and positive e-Learning Behaviorism N/A N/A
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38 participation.
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40 It is important when designing a gamified course fully or partially to create a challenge,
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42 when possible, that is appropriate to the level of the students to maintain their engagement
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45 (Nicholson, 2015). A complicated challenge can have reverse effect on engagement and cause a
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47 lack of interest, and even “anxiety and frustration.” (p. 13). Nicholson (2015) divided
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49 engagement in the context of gamification into two categories: First, engagement in the form of
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interaction, cooperation, and altruism between the players (in a social manner). Second,
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54 engagement between players achieved through the utilization of game mechanics.
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3 Francisco-Aparicio et al. (2013) argued that higher levels of extrinsic motivation when
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6 using gamification are not enough criteria to consider its benefits. The positive effects are
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8 usually temporary if not combined with principles from self -determination theory: autonomy,
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10 competence, and relatedness (Nicholson, 2015). According to Zickermann and Cunningham
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(2011), one of the roles of educators is to help create circumstances that would allow for intrinsic
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15 motivation to be born. They posited that extrinsic elements, such as points and badges for
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17 example, could be used to lead to this outcome and critiqued not targeting intrinsic motivation in
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gamification design. If no permanent positive behavior change is created in the learners, the
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22 long-term effects of gamification cannot be fully evaluated. This can only be done using a
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24 longitudinal study that captures the long-term effects of the relationship between gamification
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26 and learners’ motivation and task engagement. One of the steps in understanding the long-term
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29 effects of the gamification implementation in a pedagogical context is to combine, if data is
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31 available, the quantitative and qualitative design.
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33 Fun is one of the elements that attracts video game players to engage in playing activities
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and keep coming back for more. Gamification borrows from video games the element of fun not
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38 only to gain the learners’ engagement, but also to positively increase their motivation. In the next
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40 section, this connection between the component of fun in gamification and its effect on
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motivation and engagement is explored further.
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49 attitudes towards learning. Fun can allow for better learning, a concept that Prensky (2001)
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52 explained as he discussed the transformation in the learners’ attitude towards learning: “It
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54 appears that the role of fun in the learning process is to create relaxation and motivation.
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3 Relaxation enables a learner to take things in more easily, and motivation enables them to put
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6 forth effort without resentment” (p. 111). McGonigal (2011) discussed the essential role of fun
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8 historically in the human experience. She refers to the story of the ancient Lydians who managed
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10 to live through famine on very limited rations distracting themselves from hunger through
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elaborate games on a state level.
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15 Video games, for many players, produce an emotional state induced by several factors,
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17 most important of which is fun. This feeling of fun is created in the players through their feeling
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of achievement, a sense of exploration, the reward of completing a level, or simply winning a
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22 game (Zickermann, 2010). If this element of play is incorporated into the learning experience, an
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24 intrinsic interest in learning can follow (Liebermann, 2006). For many learners, the fun part in a
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26 gamified environment is the product of solving problems and overcoming challenges as they
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29 engage critical thinking skills. “Desirable difficulties,” as Yue, Bjork, and Bjork (2013) called
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31 them (p. 266), are important qualities, according to Liebermann (2006), in the process of
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33 learning. As learners exert their best effort and become mindful of these challenges, “close
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attention and intense mental effort lead to deeper understanding [and] learning” (p. 386).
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game components will be discussed.
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49 The research about players’ types inform us about a proper gamified design for delivering
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52 pedagogical content. In 1996, Bartle developed a test called Bartle’s Test of Game Psychology.
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54 The test was adopted, recreated, and maintained by many game-design websites, such as
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3 GameDNA, and users have taken the test more than 800 thousand times (everthing2com, 2015).
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6 Based on this test, there are four types of gamers or players:
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8 1- Killers: those who compete and play against other gamers.
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3- Explorers: those who collect virtual goods and discover things.
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15 4- Socializers: those who are good team players and collaborate with others in the
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Folmar (2015) commented in detail on the four types of players and how their needs should be
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22 considered in an effective pedagogical gamification design. He noted that killers rely on badges
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24 and points displayed on a leaderboard to gain public recognition in the game environment.
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26 Achievers track their achievements through badges and points and are keen to know the status of
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29 their progress. Scoializers interact with others through mutual support. Finally, explorers are
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31 independent and are more interested in pursuing a quest rather than impressing others.
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33 Bartle’s test was modified in 2010 to become pedagogically friendly (Farber, 2013). Kim
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(2014) changed the semantics to describe different learners and added verbs to reflect diffrerent
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38 methods of student interactions in the gamified envrionmnet which is silmilar to Bloom’s (1956)
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40 Taxonomy. These verbs can be used by teachers in the creation of lesson plans and activities.
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Some of these verbs created by Kim (2014) are: build, design, customize , challenge, explore,
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45 comment, and share. The meaning embedded within these verbs is intended to facilitate learning
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47 in the gamified environment.
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49 In the following section, some digital gamification features will be discussed including:
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52 avatars, quests and challeneges, badges, points and levels.
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3 avatars.
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6 Avatars are representative of players in the sense that they reflect their aspirations,
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8 vulnerabilities, and the different roles they play in life. Players need to choose or create their
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10 avatars as manifestations of their autonomy needs: “Avatar spaces indisputably involve choice in
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the creation of one’s avatar; there is substantial scope in which to exercise choice and create
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15 meaning” (Wilson, 2003, p. 2). Gee (2003) indicated that avatars mimic human identities such as
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17 parents, workers in different professions, religious or areligious people, and different social
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classes. He referred to how gaming software allows the players to design their avatars with
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22 different costumes, powers, complexions, and in some settings, heroes or leaders as opposed to
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24 foot soldiers or workers. He added that avatar creation goes beyond segregation, racism, sexism,
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26 and many other social illnesses as it introduces virtual and fictional characters. Between the real
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29 and the avatar, lies a third “projective identity” where the real character projects its own
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31 aspirations and desires unto the virtual character (Gee, 2003, p. 55). Waggoner (2009) discussed
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33 the philosophy of representation in the creation of avatars. He cited findings showing that the
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real-world identities “continually informed” the virtual ones (p. 1).
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functions as a locus that is multifarious and polymorphous displaced from the facility of our real-
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45 space selves” (p. 2). Another definition that adds the real-life element to avatars as “models
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47 driven by humans in real time” (Bailenson, Yee, Blascovich, & Guadagno, 2008, p. 78). Avatars
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49 represent an opportunity for players to venture into a risk-free world (Boss, 2009). The freedom
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52 to choose or design their own avatars creates an atmosphere where students can “find their own
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3 voice” (p. 4). After choosing an avatar, the learners will be faced with the next challenge: to
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6 pursue a quest.
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8 quests and challenges.
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thinking skills (Whitton, 2010). When students embark on a quest or accept a challenge, they
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15 engage in a story line that usually embeds a time-sensitive pattern. Quests and challenges give
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17 players a sense of direction or a purpose in a gamified environment (Zickermann &
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Cunningham, 2011). Adding story components or beginning a course with a form of a challenge
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22 are more engaging than a list of course objectives; both strategies recommended and applied by
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24 gamification proponents (Sheldon, 2011; Kapp, 2011). Employing quests in this manner
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26 “provides context or activities that are used within games and adds them to the content being
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29 taught” (Kapp, 2011, p. 126). Quests and challenges support the sense of adventure and activate
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31 critical thinking skills by setting the exploration and discovery elements ( Dale, 2014; Powers,
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38 the quest or challenge story line (Kiang, 2014). In the virtual world of gamification, failure does
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40 not have the same negative connotations as in the real world. Consequently, the failure or death
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of an avatar character is a chance to contemplate, learn from mistakes, and restart again as the
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45 concept of failure is fragmented to small failed attempts. Kiang (2014) recommended that the
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47 teacher “try providing ways for the students to ‘fail’ frequently in many small ways, rather than
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49 in one big high-stakes test” (p. 2). In a gamified context, there is no single way to achieve
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52 success or accomplish a goal and students are empowered by this diversification or “flexibility
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54 dynamic [to] take a personalized path to success” (p. 2).
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3 Quests can offer students the opportunity to work cooperatively and develop teamwork or
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8 (Zickermann & Cunningham, 2011, p. 65). This sense of unity is one of Gee’s (2003) 36
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10 pedagogical principles called “affinity group” principle that the gamified environment fosters.
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He explained: “learners constitute an ‘affinity group,’ that is, a group bonded primarily through
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17 (p. 212). This affinity group principle is manifested in many types of video games including
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massively multiplayer online games (MMOG). These games typically support hundreds or even
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22 thousands of players coming from different geographical, social, and racial backgrounds contrary
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24 to the stereotypical image of a video game player as White, reclusive teenage male who is
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26 typically overweight (Bergstrom, Fisher, & Jenson, 2014). The power of this virtual social
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29 environment can be employed allowing for learners to interact and collaborate instead of
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31 competing against other.
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33 As players advance in the stages of their epic quests, they start gaining badges; one of the
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oldest game elements used to boost motivation and engagement.
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38 badges.
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40 Badges have a long history in many fields outside of gamification. Antin (2012) dated the
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history of badges back to 1911, where the Boy Scouts of America “understood the motivational
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45 power of goals, mastery seeking, reputation, and identity signaling with valued
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47 accomplishments” (Social Mediator, p. 3). Digital badges are a “validated indicator of an
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49 accomplishment, skill, quality, or interest that can be earned in various learning environments”
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52 (Grant, 2013, p. 1). In the context of education, badges are chosen in a gamified environment to
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3 (Abramovich, Schunn, & Higashi, 2013, p. 217). As students advance through different levels
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6 and accumulate badges associated with different achievements, badges then serve as an “online
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8 record of a learner’s achievement” (Devedžić & Jovanović, 2014, p. 603).
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their status is announced publicly in the gamified environment. He added that badges not only
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15 serve as “signposts” signaling the players progress, but also indications of past achievements.
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17 Richter, Raban and Rafaeli (2015) argued that badges serve as a record of an individual’s past
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and present successes. On a social level, they added, badges establish the reputation of an
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22 individual in the game environment. Whether individually or socially, badges help enhance
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24 qualities such as “self-competence and self-efficacy” (p. 34).
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26 Not only will badges represent the learners’ achievement, but also points and levels are
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29 important signs of their progress. (p. 10).
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31 points and levels.
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38 gamified systems” (Zickermann & Cunningham, 2011, p. 36). Attali and Arieli (2015) used
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40 points as the main gamification component that they included in their study of performance
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measuring fluency and understanding of math concepts. Gamification opponent Bogost (2011),
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45 critiqued the dependency on and exclusiveness of many gamified designs to points, which he
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47 thought were the least significant part of video games.
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49 Rewards in the form of points are not necessarily permanent, contrary to what
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52 Zickermann and Cunningham (2011) stated: “Once you start giving someone a reward, you have
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54 to keep her in that reward loop forever” (p. 27). Rewards reinforce desirable learning behaviors
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3 and once these learning behaviors are established, rewards have no purpose. They have little
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6 effect on highly motivated learners and sometimes that effect could be negative. Nicholson
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8 (2015) stated: “As the subject will continue to use the skill for the real-world value, the rewards
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10 are no longer needed” (p. 3). He elaborated further on the idea that rewards do not work with
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everyone, certainly not for ones with strong intrinsic motivation: “This use of incentives to
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15 motivate someone to do something when they have no other reason to do so is a very common
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17 use of rewards and for tasks that do not require creative thinking, incentive program can improve
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performance” (p. 3).
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22 Modern games usually have scaffolding techniques where players are introduced to
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24 simple levels to start with to encourage their progress. The players cannot advance to the next
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26 level until they have achieved mastery in the previous level (Kiang, 2014; Kolb, 2015). Players
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29 usually need “frequent rewards not penalties” as rewards signal skill mastery (Prensky, 2001, p.
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31 135), although critics might think of this idea as limited to learners or players who are only
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38 conditions which are extrinsically motivating, “we shift the focus of responsibility from hoping it
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40 happens to a structure and process for making it happen” (p. 28). According to Hanus and Fox
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(2015), the groups of students who seem to be most engaged in a gamified classroom
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45 environment are low achievers or learners with weak intrinsic motivation. For those types of
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47 learners, “rewards and incentives might increase intrinsic motivation” (p. 160).
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49 Sheldon’s case study and Quest to Learn school are some of the many examples of fully
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52 gamified learning experiences that will give help explore the gamification implementation..
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3 Gamification in Action
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6 The Sheldon Case Study
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points. Sheldon (2011) considered his experiment as successful in promoting the students’
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introduction to his book (p. xiv). In Sheldon’s design, indiviual points carried less importance
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22 than scores. Sheldon(2011) assigned hundreds of points total for the gamified course activities he
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24 created. Kolb (2015) suggested that teachers engaging gamification points should be generous in
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26 using them where 100 points is no longer the equivlent of grade A. Sheldon tried to foster
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29 intrinsic motivation by incorporating gamification elements other than points and levels which
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31 are both symbols of extrinsic motivation. He establsiohed guilds where students can collaborate
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include knnowledge and practice which he called “intrinsic rewards” (p. 166).
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40 game components by simply trading out the partance of pedagogy for that of game culture” (p.
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1). Sheldon (2011) overly focused on points and levels in his experiment as manifested in the
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45 multiple syllabi he presented for his courses. Lawley (2012) stated that going beyond surface
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47 characteristics of gamification, in reference to points and levels, is essential in the game design.
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49 She advocated creating an interactive game design which is aligned with pedagocial principles
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52 and conductive to collaboration. She added that a faulty or superficial gamified design can
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54 “damage existing interest or engagment” (p. 16).
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foundations, Quest to Learn is a New York-based school that has adopted gamification and
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22 world. McGonical (2011) commended the process of learning in this unique and pioneer school:
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24 “It is how they learn that is different: students are engaged in gameful activities from the moment
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29 O’Keefe (2012) explained how the curriculum is designed as a result of coordination between the
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31 teachers and the game designers based the needs of the students. The school assignments are far
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33 from traditional and involve students facing different challenges and engaging in quests that start
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before the beginning of a school day. The creators of Quest to Learn commented on its mission:
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38 “Each trimester students encounter a series of increasingly complex, narrative challenges, games
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natural function of play” (Quest to Learn, 2008, p. 1).
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45 The founders of Quest to Learn describe the learning experience in their school as
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47 “immersive” and “narrative-based” (Quest to Learn, 2008, p. 1). Craven (2015) emphasized the
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49 nature of gamification as an immersive experience which creates engagment for the user. This
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52 implies approaching the implementation of gamification holistically in a manner that
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54 incorporates effective elements such as quests and challenges. Wood and Reiners (2015)
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3 connected the immersive experience to story-telling elements in gamification where the “virtual
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8 The examples of Sheldon’s case study and Quest to Learn, in addition to many other
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they cannot be adaptable. In the next section, some of the guidelines for implementing
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Some proponents of gamification suggested using 20% of class time for gamification
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22 following Mclaughlin’s (2011) Google model where employees were given 20% of work time to
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24 do anything they were passionate about (Bruder, 2015). Between full gamification of the
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26 classroom and 20% quota suggestion, gamification is a tool to aid in achieving learning
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29 objectives and not vice versa. Employing game features, or any kind of educational technology,
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38 processes” (p. 346). The principles to incorporate in gaming are intended to be “equally relevant
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40 to learning in video games and learning in content areas in classrooms” (Gee, 2003, p. 41).
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Kolb (2015) outlined four principles necessary in any gamified design with learning
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45 content. First, she recommended that the learning objectives be well-stated and explicitly-
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47 presented prior to engaging gamification elements, and preferebly embedded within the gamified
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49 design. Second, she highlighted considering practical steps when applying gamification design in
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52 the learning environment, such as the use of reliable gamification software that allows for full
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54 deployment of gamification features. Few companies produced that kind of software such as
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3 3DGamelab, Gradecraft, and Classcraft. Third, game designers and educators. According to Kolb
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6 (2015), need to prepare quests to increase motivation and engagement. Fourth, the gamified
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8 design should allow for modding (shortened from modification). Modding, in a gamified context,
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10 means to allow users to make their own game choices. Students should be empowered to choose
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their own avatars, create quests, and decide to engage the gamified content individually or by
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disengagement and loss of motivation when forced to use game features (Hanus & Fox, 2015).
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22 Gisbson and Jakl (2015) connected choice in the gamified experience to the autonomy of self-
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24 directed learning. Autonomy as one of the three principles of SDT is connected to intrinsic
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26 motivation (Nicholson, 2015). He added that allowing the learner to make choices in the
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29 gamified experience will allow for meaningful gamification to happen.
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31 According to Gee (2003), the game design elements should allow for collaboration and
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33 team work through the use of leaderboards or “guilds.” Zhang and Clear (2015) emphasized that
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any successful gamified design need to support collaboration among the students. They added
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38 that successful gamified designs which incorporate collaboration help the emerging of positive
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40 learning behaviors. Kim, Glassman, and Williams (2015) stated that as the players collaborate,
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they “engage in a shared, relevant, goal oriented activity” (p. 333).
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45 Successful game design allows the players to try multiple times to achieve success. In the
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47 gamified environment, failure is redifined where it is no longer a set back but rather “an
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49 opportunity to learn from mistakes and correct them” (Hanus & Fox, 2015, p. 3). Research
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52 showed that players who received constructive feedback following failure in the gamified
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54 environmnet expressed positive emotions about their experience (Herzig , Ameling, Wolf &
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3 Schill, 2015). Gee (2014) considered failure in the gamified world as a “path to success” (p.
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6 186).
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8 Researchers suggested studying the deployment of full game features over a longer
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10 period to evaluate its full potential (e.g. Attali & Arieli, 2015; Hanus & Fox, 2015; Gonzales et
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al., 2016). Employing limited game features in isolation to an existing course may not produce
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15 desirable or measurable effect (Whitton, 2010). The limited use of gamification in the form of
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17 employing some features of games into the learning experience produced mixed or adverse
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results on performance and motivation (Attali & Arieli, 2015).
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22 Researchers who engaged the learners with limited game features reported the
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24 participants asking for more elements of gamification (Papastergiou, 2009). There is srong
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26 evidence to suggest a direct link between the effective use of gamification elements and meeting
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29 basic psychological human needs. Many of these needs are connected to self-determination
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31 theory. Francisco-Aparicio et al. (2013) highlighted the importance of a gamification design that
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with principles of self-determination theory of relatedness, competence, and automomy. For
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“practice activities” (p. 183). They posit that offering learners choices and allowing them to take
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49 suggested allocating 10-25 minutes for each traditional assignment to be transformed into a quest
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52 in the gamified environment. This length of time for quest development, among other
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54 gamification components, might not be practical for many teachers. For example, Matera (2010)
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3 spent, based on his own testimony, more than 100 hours just to prepare a leaderboard table for
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6 his six-grade gamified class with outstanding results (https://twitter.com/mrmatera).
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8 Although many teachers, as Gee (2003) suggested, are gamers themselves, they are often
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10 reluctant to use methods not directly related to their professional practice. Many teachers have no
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difficulty introducing game elements into the classroom with the help of supporting and useful
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15 software such as Classcraft, for example. Watching the software tutorials and experimenting with
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17 it is not beyond the skills and abilities of many teachers. Lee and Hammer (2011) argued that
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gamification can give teachers the necessary tools to direct and motivate their students
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26 Between the zealots in support of full gamification of the curriculum and the educational
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29 system and opponents who think gamification is a distraction from the learning objectives, there
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31 remains a need for further exploration of the full impact of gamification on engagement and
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38 studies need to be conducted in order to develop a full nderstanding of the effect of gamification
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40 on the learners’ engagment and motivation. There is a need to research the most effective
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components of game elements that could create proper conditions for the birth of intrinsic
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