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Motivation in students as a product of performance gamification in an online inquiry learning environment

Dijk, M.G. van (2023) Motivation in students as a product of performance gamification in an online inquiry learning environment.

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Abstract:This research investigates the effect of performance gamification elements on motivation in students that are using an online inquiry learning environment. This was done to allow for insight into the usefulness of this type of gamification for education. This was done with a sample of 30 children ranging from 7-9 years old. They participated in an experiment with a before and after questionnaire, which measured scores on 4 sub-categories of motivation and analyzed the differences in score between and within the two different conditions students were divided into. The first condition being with gamification elements and the second without those elements. The results show that for the condition without gamification elements, motivation decreases significantly in 3 out of the 4 selected categories. This decrease can be attributed to the lack of feedback, which results in a failure to fulfill the need of competence or mastery. Furthermore, the lack of judgment of their work also leads students to become significantly less anxious about the results, which also results in lower motivation for completing the task properly. Therefore, we suggest including performance gamification in standalone online learning environments.
Item Type:Essay (Bachelor)
Faculty:BMS: Behavioural, Management and Social Sciences
Subject:77 psychology
Programme:Psychology BSc (56604)
Link to this item:https://purl.utwente.nl/essays/94259
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