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The Pennsylvania State University
The Graduate School
College of Engineering
THE DEVELOPMENT OF A GAMIFICATION SYSTEM FOR ENGINEERING LAB
ACTIVITIES BASED ON USER CENTERED DESIGN
A Dissertation in
Industrial Engineering
by
Eunsik Kim
2018 Eunsik Kim
Submitted in Partial Fulfillment
of the Requirements
for the Degree of
Doctor of Philosophy
August 2018
The dissertation of Eunsik Kim was reviewed and approved* by the following:
Andris Freivalds
Lucas Professor of Industrial and Manufacturing Engineering
Dissertation Co-Advisor
Co-Chair of Committee
Ling Rothrock
Professor of Industrial and Manufacturing Engineering
Dissertation Co-Advisor
Co-Chair of Committee
Thomas Litzinger
Assistant Dean for Educational Innovation and Accreditation and Director of Leonhard
Center
Conrad Tucker
Associate Professor of Industrial and Manufacturing Engineering
Janis Terpenny
Peter & Angela Dal Pezzo Department Head of Industrial and Manufacturing Engineering
*Signatures are on file in the Graduate School
iii
ABSTRACT
Gamification can be defined as the use of game elements and mechanics as well as game
design techniques in non-game contexts. It is no surprise that in recent years the application of
gamification has been used to encourage people to engage in desired behaviors in business,
marketing, corporate management, and online communities and social networks. Lee and
Hammer have theorized that gamification can also be applied to the education field as a tool to
increase student engagement and motivate students to learn. While numerous studies on
gamification have been conducted to explore its impact on students’ learning, there is little
empirical evidence to support the effectiveness of gamification at motivating and engaging
students. Especially little research has been conducted on the application of gamification to
engineering lab activities.
The overall goal of engineering education is to prepare students to practice engineering
and, in particular, to deal with the forces and materials of nature. As such, lab activity is essential
to an education in engineering. Beyond gaining theoretical knowledge in the classroom, vital
practical knowledge and experience can only be obtained in the lab. Lab activity also improves
teamwork among students, as they must work in groups while dealing with real data and case
studies.
The aim of this study is to develop the effective gamification system for engineering
education applying User-Centered Design process and to investigate the impact of students
personality trait on gamification engagement as well as the relationship between gamification
engagement and each type of students motivation within SDT framework. The specific aims of
this study include: (1) determining the effects of gamification on engineering lab activities in
terms of motivation, engagement, and performance, (2) developing an effective gamification
system for engineering lab activities based on a User-Centered Design (UCD) process, (3)
iv
determining the role of students’ personality traits in the effects of gamification and (4)
Determining the relationship among gamification, each type of motivation (intrinsic, extrinsic and
amotivation), and learning outcomes.
For the first aim, two types of websites were created to collect data from students who
were enrolled in an undergraduate Introduction to Human Factors course taught at The
Pennsylvania State University in the fall semester of 2015. The two types of websites were
Gamification (GM) and Non-Gamification (NG). While the GM website included game elements
such as a Badge System, Score, Avatar, Leaderboard, Level, and Feedback (Notification), the NG
website was a traditional website without game elements. In each of these websites, students
could create their own multiple-choice questions (MCQs) and answer questions authored by their
classmates. The results suggest that the application of gamification as a supporting tool in
engineering lab activities has a positive effect on students’ motivation, engagement, and learning
outcome based on the consistency between students’ performance in and subjective satisfaction
with the gamification system. In addition, the results of frequency analysis indicate that 80% of
students were motivated by ‘Ranking’ and ‘Score,’ and 50% of students experienced fun due to
‘Badges,’ ‘Feedback,’ and ‘Avatar.’ Students chose ‘Ranking’ and ‘Score’ as the game elements
to be retained in the new gamification system.
The second and third aims were focused on the research question of how to develop an
effective gamification system to improve the effectiveness of gamification on students’ learning.
To answer this research question, I conducted an experiment with a total of 105 students by using
two types of gamification systems: Initial Version and User-Centered Designed Version. The
usability test identified a total of 25 unique usability problems across 5 categories: (1) Design, (2)
Navigation, (3) Game Element, (4) Main Activity, and (5) Feedback. Applying the User-Centered
Design process had a positive effect on building an effective gamification system, increasing the
level of engagement for gamification website activity. In addition, a number of relationships were
v
identified between different personality traits in students and (1) perceptions of gamification, (2)
engagement with gamification and, (3) learning outcomes. Our findings suggest that the effects of
gamification vary depending on individual attributes. In addition, I suggest that gamification
developers apply UCD in the development process.
For the last aim, I used structural equation modeling to investigate deeply the relationship
between gamification and student motivation within the framework of self-determination theory.
The results showed that gamification activity had a significant positive influence on intrinsic and
extrinsic motivation and had a significant negative influence on amotivation. I also found that
motivation had a significant positive influence on learning outcome.
The present study is one of the first to cover several aspects still underexplored in current
gamification research. I attempted to empirically evaluate the impact on student motivation of
applying a UCD process to gamification within an SDT framework, which is seldom empirically
studied in gamification literature. Furthermore, this study contributes to current research as the
first empirically validated study to measure results across three repetitions of the experiment. In
addition, this study is also one of the first to empirically find that even reward-based gamification
can increase students’ intrinsic motivation, suggesting that it is possible to change students’
behavior. However, since I did not figure out the effects of individual game elements on students’
motivation, more empirical research is necessary to determine why particular game elements play
a role as extrinsic or intrinsic motivators in a given context, and how this, in turn, influences
students’ behavior. I expect that these results will inform instructors who are interested in
gamifying their courses and will help them in deciding how to develop gamification to use in
their specific context.
vi
TABLE OF CONTENTS
List of Figures ......................................................................................................................... ix
List of Tables ........................................................................................................................... xi
Chapter 1 Introduction ............................................................................................................. 1
1.1 Problem Statement ..................................................................................................... 1 1.2 Study objective ........................................................................................................... 5 1.3 Outline of the thesis ................................................................................................... 6
Chapter 2 Literature Review .................................................................................................... 7
2.1 Gamification ............................................................................................................... 7 2.1.1 Gamification-Related Concepts ...................................................................... 9
2.1.1.1 Serious Games ...................................................................................... 10 2.1.1.2 Persuasive Games ................................................................................. 11
2.1.2 Game elements ................................................................................................ 12 2.1.2.1 Game Components ............................................................................... 15 2.1.2.2 Game Mechanics .................................................................................. 15 2.1.2.3 Game Dynamics ................................................................................... 16
2.1.3 Gamification in Education............................................................................... 17 2.2 User Centered Design ................................................................................................ 21
2.2.1 UCD Principles ............................................................................................... 22 2.2.2 Usability .......................................................................................................... 26
2.3 Motivation .................................................................................................................. 28 2.3.1 Cognitive Evaluation Theory .......................................................................... 29 2.3.2 Self-Determination Theory ............................................................................. 31 2.3.3 Self-Determination Theory for Gamification .................................................. 34
2.4 Personality .................................................................................................................. 36
Chapter 3 The Effects of Gamification on Engineering Lab Activities ................................... 39
3.1 Introduction ................................................................................................................ 39 3.2 Methods ...................................................................................................................... 39
3.2.1 Websites .......................................................................................................... 40 3.2.2 Design of experiment ...................................................................................... 45
3.3 Results ........................................................................................................................ 46 3.4 Discussion .................................................................................................................. 51
Chapter 4 An Empirical Study on the Impact of Lab Gamification on Engineering
Students’ Satisfaction and Learning ................................................................................. 54
4.1 Introduction ................................................................................................................ 54 4.2 Method ....................................................................................................................... 55
4.2.1 Website ............................................................................................................ 55 4.2.2 Participants and procedure .............................................................................. 59
vii
4.2.3 Measurement and Data analysis ...................................................................... 61 4.3 Results ........................................................................................................................ 62
4.3.1 Demographic statistics .................................................................................... 62 4.3.2 Factor analysis ................................................................................................. 63 4.3.3 Descriptive Analysis ....................................................................................... 64 4.3.4 Hypothesis testing ........................................................................................... 66 4.3.5 Additional findings .......................................................................................... 69 4.3.6 Frequency analysis .......................................................................................... 69
4.4 Discussion .................................................................................................................. 71
Chapter 5 Investigating the Impact of Personality Traits and a User-Centered Design
Process in a Gamified Laboratory Context ...................................................................... 75
5.1 Introduction ................................................................................................................ 75 5.2 Pilot Experiment ........................................................................................................ 75
5.2.1 Method ............................................................................................................ 75 5.2.1.1 Participants and procedure ................................................................... 76
5.2.2 Results ............................................................................................................. 77 5.3 Experiment ................................................................................................................. 80
5.3.1 Method ............................................................................................................ 80 5.3.1.1 Participants and procedure ................................................................... 81 5.3.1.2 Measurement ........................................................................................ 83 5.3.1.3 Data analysis ......................................................................................... 85
5.3.2 Results ............................................................................................................. 85 5.3.3 Discussion ....................................................................................................... 89
Chapter 6 Explore the relationship between gamification and motivation through the lens
of self-determination theory (SDT) .................................................................................. 95
6.1 Introduction ................................................................................................................ 95 6.2 Method ....................................................................................................................... 96
6.2.1 Participants and procedure .............................................................................. 96 6.2.2 Measurement ................................................................................................... 97
6.2.2.1 Gamification ......................................................................................... 97 6.2.2.2 Questionnaire for students’ motivation. ............................................... 97 6.2.2.3 Learning outcome ................................................................................. 98
6.2.3 Data analysis ................................................................................................... 99 6.3 Results ........................................................................................................................ 99
6.3.1 Structured model evaluation ............................................................................ 101 6.4 Discussion .................................................................................................................. 103
Chapter 7 Conclusion ............................................................................................................... 106
Appendix A The first questionnaire for gamification group ................................................... 110
Appendix B The second questionnaire for gamification group .............................................. 112
Appendix C The questionnaire for non-gamification group ................................................... 113
viii
References ................................................................................................................................114
ix
LIST OF FIGURES
Figure 2-1 Gartner Hype Cycle for 2011 ................................................................................. 7
Figure 2-2 Example of Foursquare .......................................................................................... 9
Figure 2-3 Gamification and Related Concepts ....................................................................... 10
Figure 2-4 The Game Element Hierarchy (adapted from Werbach & Hunter, 2012) ............. 13
Figure 2-5 Work distribution by year of publication (*: 1st Quart of Year) ............................. 18
Figure 2-6 Work distribution by subject (adapted from Dicheva et al., 2015) ........................ 19
Figure 2-7 The gulfs and bridges of execution and evaluation ................................................ 24
Figure 2-8 The spectrum of motivation according to SDT (Adapted from Ryan RM, Deci
EL. 2000.) ........................................................................................................................ 32
Figure 3-1 The main menus of the two websites: (A) Gamification (B) Non-Gamification ... 42
Figure 3-2 Samples of the (A) “View my badges” and (B) “Leaderboard” pages .................. 43
Figure 3-3 Timeline of the experiment .................................................................................... 46
Figure 3-4 The difference of exam scores between the two groups for both phases ............... 49
Figure 3-5 The difference of the number of questions between two groups (GM to NG,
NG to GM) ....................................................................................................................... 50
Figure 3-6 The difference of the number of answers between two groups (GM to NG, NG
to GM) .............................................................................................................................. 50
Figure 3-7 The difference of the number of distinct days between two groups (GM to NG,
NG to GM) ....................................................................................................................... 51
Figure 4-1 the main page of the two websites: (A) Gamification (B) Non-gamification ........ 57
Figure 4-2 Example of evaluation page in website .................................................................. 58
Figure 4-3 Timeline of the experiment .................................................................................... 61
Figure 4-4 Results of frequency analysis for short answer question ....................................... 70
Figure 5-1 Example pages from the pre-modification gamification system: (a) main page,
(b) question list page, and (c) a question response page .................................................. 79
x
Figure 5-2 Example of pages from the post-modification gamification system: (a) main
page 1, (b) main page 2, (c) question list page, (d) check answers page, (e) a
question response page, and (f) a question evaluation page. ........................................... 80
Figure 5-3 Results of students’ preferences between IV and UCD systems ............................ 87
Figure 6-1 Structural equation model depicting relationship between gamification,
motivation, and performance ........................................................................................... 103
xi
LIST OF TABLES
Table 2-1 Categories of game elements based on Zichermann and Cunningham (2011) ........ 13
Table 2-2 Levels of game design elements .............................................................................. 14
Table 2-3 Game Mechanics Descriptions ................................................................................ 16
Table 2-4 Key principles for UCD (adapted from Gulliksen et al., 2003) ............................... 25
Table 3-1 Examples of the badges with descriptions ............................................................... 44
Table 3-2 The number of students who joined each type of website for each phase ............... 46
Table 3-3 The summary of website activities between two groups for both phases ................ 48
Table 4-1 Summary of extra credit for participating in this study ........................................... 60
Table 4-2 Results of factor analysis from questionnaire .......................................................... 64
Table 4-3 Descriptive statistics for questionnaire response ..................................................... 65
Table 4-4 Descriptive statistics for gamification engagement ................................................. 65
Table 4-5 Descriptive statistics for learning outcomes ............................................................ 65
Table 4-6 ANOVA analysis of active learning for gamification engagement and learning
outcomes .......................................................................................................................... 66
Table 4-7 ANOVA analysis of Motivation for gamification engagement and learning
outcomes .......................................................................................................................... 67
Table 4-8 ANOVA analysis of Game Element for gamification engagement and learning
outcomes .......................................................................................................................... 68
Table 4-9 Correlation results among gamification performance, the questionnaire results,
and learning outcomes (n=86) .......................................................................................... 68
Table 4-10 Results of two-tailed paired t-test .......................................................................... 69
Table 4-11 The results of frequency analysis for open ended question ................................... 71
Table 5-1 Summary of usability problems ............................................................................... 78
Table 5-2 Summary of extra credit for participating in this study ........................................... 82
Table 5-3 Score algorithm in gamification systems ................................................................. 84
Table 5-4 The summary of gamification activities between two groups for both phases ........ 86
xii
Table 5-5 Correlation results among gamification engagement, learning outcomes, and
students’ personality traits (n=62) .................................................................................... 88
Table 5-6 Correlation results between the questionnaire results and students’ personality
traits .................................................................................................................................. 89
Table 5-7 Stepwise regression analysis of gamification engagement against the Big Five
factors ............................................................................................................................... 93
Table 6-1 Summary of extra credit for participating in this study ........................................... 96
Table 6-2 Score algorithm in gamification systems ................................................................. 97
Table 6-3 Students’ exam scores of two semester ................................................................... 100
Table 6-4 The summary of gamification activities between two groups for both phases ........ 100
Table 6-5 Mean and standard deviation for AM, CM and amotivation ................................... 101
Table 6-6 Reliability testing ..................................................................................................... 101
Table 6-7 The correlations between the different variables ..................................................... 102
1
Chapter 1
Introduction
1.1 Problem Statement
The exponential growth of digital technologies not only enables great progress in the
information technology industry, but also affects innovation in an educational learning
environment. Nowadays, most students in college and university have grown up with technology
and the internet. Today’s students, known as “Generation Z,” are considered “dependent upon
technology” (Grail Research, 2011). It is not surprising that, instead of a notebook and pencil,
students use portable electronic devices such as laptops, smartphones, or tablets in class or in
their daily life for social, entertainment, and educational activities. According to the most recent
study by the Educause Center for Analysis and Research (ECAR) on the use of information
technology by undergraduates from 12 countries, 96% of students have and use their own laptop
in class and reported that laptops were very to extremely important for their academic success
(Brooks, 2016).
However, the use of laptops in classrooms is still controversial in educational practice.
On the one hand, a number of studies have identified that in-class laptop use has a positive
impact on student learning in terms of note-taking (Awwad & Ayesh, 2013; Gaudreau, Miranda,
& Gareau, 2014; R. H. Kay & Lauricella, 2011; Lindroth & Bergquist, 2010; Skolnik & Puzo,
2008), academic activities (Barak, Lipson, & Lerman, 2006; Skolnik & Puzo, 2008), access to
resources (Skolnik & Puzo, 2008), and communication (R. H. Kay & Lauricella, 2011;
Kraushaar & Novak, 2010; Lindroth & Bergquist, 2010). Conversely, several research studies
have shown that the usage of laptops facilitates distracting activities including surfing the web,
sending instant messages and emails, playing games, watching movies, and social networking
2
(Fried, 2008; Hembrooke & Gay, 2003; R. H. Kay & Lauricella, 2011; R. Kay & Lauricella,
2016). Despite the differences in their findings, the majority of the authors of these previous
studies shared the opinion that laptops need to be integrated into students’ educational
environment in order to prompt the academic use of laptops. Furthermore, higher education
institutions in North America have been encouraging instructors to incorporate various
technologies into their teaching in order to facilitate active learning (Altbach & Knight, 2007;
Hooker, 1997) and more student-centered learning (Gandell, Weston, Finkelstein, & Winer,
2000). Allen and Tanner (2005) define active learning as “seeking new information, organizing
it in a way that is meaningful, and having the chance to explain it to others,” and this
pedagogical approach has received considerable attention from engineering educators over the
past several decades (Deslauriers, Schelew, & Wieman, 2011; Johnson, Johnson, & Smith, 1998;
National Academy of Engineers, 2005). Learning-enhancing pedagogy is different from
traditional pedagogy in that it focuses more on developing students’ skills than on transmitting
information. In addition, an active learning strategy requires students to do something other than
simply listen passively by providing more and faster feedback between students and instructors.
Active learning methods have consistently been shown to increase student performance by
motivating them to attend and participate in science, technology, engineering, and mathematics
classes (Freeman et al., 2014; Yuretich, Khan, Leckie, & Clement, 2001).
“Learning by teaching,” in which students perform teaching-related activities such as
explaining and questioning, is a successful teaching strategy that better engages students in the
active learning process (Chang, Wu, Weng, & Sung, 2012; Umetsu, Hirashima, & Takeuchi,
2002; Fu‐Yun Yu, Liu, & Chan, 2005). Creating questions requires students to use higher-order
cognitive skills that help them achieve a higher level of knowledge. This activity is required not
only to help them comprehend content, but also to help them construct, organize, connect, and
interact with contents and key concepts. However, Yu et al. (2005) points out that it is difficult
3
for students to generate question by themselves. They suggest providing supporting mechanisms
to sustain students’ motivation. It is in this context that the emerging approach of gamification,
which aims to improve the overall motivation and engagement of students, enables students to
“learn by teaching” (Hamari, Koivisto, & Sarsa, 2014; Reiners, Hebbel-Seeger, Reiners, &
Schäffer, 2014).
Gamification can be a promising tool in the effort to address the needs of Generation Z,
which prefers multiple streams of information and collaborative experiences. Previous research
has found Generation Z to be smarter and more self-directed than other generations but less able
to pay constant attention (Ding, Guan, & Yu, 2017; Igel & Urquhart, 2012). Gamification
therefore has received widespread attention in education as a new, adaptive learning method.
Because most gamification systems have been developed in Web 2.0 environments, this
approach is well suited to promote academic use of laptops among students in Generation Z.
In education fields, gamification is defined as a pedagogy that motivates students and
increases engagement by using game elements to facilitate learning and fun. Since 2012, several
studies have been conducted to investigate the effect of gamification on students’ motivation,
engagement, and learning outcomes through both empirical and review methods (Barata, Gama,
Jorge, & Gonçalves, 2013; de Freitas & de Freitas, 2013; de Sousa Borges, Durelli, Macedo
Reis, & Isotani, 2014; Hamari et al., 2014; Iosup & Epema, 2014; Lee & Hammer, 2011;
Lounis, Pramatari, & Theotokis, 2014; Malamed, 2012; Wood & Reiners, 2012). Although
substantial research has followed this growing academic interest in gamification, and although
this research attends to the effectiveness of the gamification approach in comparison with more
traditional pedagogies, results among gamification studies have been inconsistent, leading to
widespread agreement in the literature on the need for further empirical research (de Sousa
Borges et al., 2014; Dicheva, Dichev, Agre, & Angelova, 2015; Hamari et al., 2014).
4
Most traditional gamification studies have ignored important variables like the
personality of students, potentially leading to these mixed results. It is well known that
personality contributes to the learning style and motivation of students, which are both essential
for achieving student performance and learning outcomes (Busato, Prins, Elshout, & Hamaker,
1998; Clark & Schroth, 2010; Frunham, 1996; Komarraju, Karau, & Schmeck, 2009; Ö nder,
Beşoluk, İskender, Masal, & Demirhan, 2014; Zhang, 2003). However, it is not yet known how
personality traits impact the efficacy of gamification. Research into personality’s impact on
gamification may inform its effective utilization and lead to further development in this area of
research. Understanding the needs of users/students should be the first step in answering the
research question of how to develop effective gamification systems. The User-Centered Design
(UCD) process provides the necessary framework for ensuring interaction between
users/students and designers by putting the users/students and their goals at the center of the
design and development gamification process. Even though Nicholson (2015) has suggested that
applying the UCD process to gamification is the key to developing successful gamification
systems, there are no empirical studies in the literature that confirm this.
Furthermore, the key features of most gamification systems are points, levels, and
leaderboards (Hamari et al., 2014; Seaborn & Fels, 2015). However, previous research in
psychology provides ample evidence that certain forms of rewards, feedback, and other external
events can have detrimental effects on intrinsic motivation and hence deter students from the
desired behavior. Such results suggest the need for more research on the effectiveness of
gamification aspects when it comes to the augmentation of long-term student motivation.
Because intrinsic motivation is essential to continuously successful learning behavior, it is
necessary to investigate the effect of gamification on students’ intrinsic motivation. However,
currently very few studies have attempted to empirically investigate the impact of gamification
on each type of motivation (internal, external, and amotivation) within an SDT framework.
5
1.2 Study objective
In this study, I focused on developing the gamification framework based on User-
Centered Design and understanding gamification’s impact on student’s motivation, engagement
and learning outcomes. Furthermore, I also focused on the investigating how student’s
personality trait played a role in the gamification engagement as well as how the gamification
has an impact on students each type of motivation including intrinsic, extrinsic and amotivation
using structural equation model. The overall goal of this study was to improve the learning
environment, enabling students to improve performance by increasing their motivation and
engagement. In this study, I developed a gamification system in which students could create
their own questions and answer the questions created by other students. I used an undergraduate
introductory human factors course (IE327), a first-level junior course required for all
baccalaureate students in the Department of Industrial and Manufacturing Engineering at The
Pennsylvania State University. I collected data in various phases of the study across 3 semesters
from Fall 2015 to Fall 2017. The four detailed objectives of the study were as follows:
• Objective 1 - Investigate the effects of lab activity gamification on students’ motivation,
engagement, and learning outcome based on students’ performance and students’
perspective.
• Objective 2 - Investigate the effect of the application of the User-Centered Design process
on the development of an effective gamification system
• Objective 3 - Explore the role of students’ personality traits in the effects of gamification
in terms of motivation, engagement, and learning outcome.
• Objective 4 - Determine the relationship among gamification, each type of motivation
(intrinsic, extrinsic and amotivation), and learning outcomes.
6
1.3 Outline of the thesis
The overall goal of the studies described in this thesis was to investigate the application
of User-Centered Design to the development of gamification designed to increase the effect of
gamification on students performing engineering lab activities. In chapter 2, I review
gamification, User-Centered Design, and motivation as well as personality. In chapter 3, I focus
on the effects of the gamification of lab activities in engineering coursework by comparing
student outcomes from a gamification system that I developed with those from a non-
gamification system in terms of motivation, engagement, and performance. I further investigate
the effects of lab activity gamification based on students’ performance and students’ perspective
(Chapter 4). In Chapter 5, I explore how to build an effective gamification system by applying
the User-Centered Design process and consider the role of students’ personality traits in the
effects of gamification on motivation, engagement, and learning outcomes. Finally, I use
structural equation modeling to investigate deeply the relationship between gamification and
student motivation within the framework of self-determination theory (Chapter 6).
7
Chapter 2
Literature Review
2.1 Gamification
Gamification can be defined as the use of game elements and mechanics as well as game
design techniques in non-game contexts to improve user experience and user engagement,
loyalty, and fun (Deterding, Dixon, Khaled, & Nacke, 2011; Lee & Hammer, 2011; Muntean,
2011). Gamification is a quite recent concept on the market as well as in research, but its
popularity has been growing rapidly. Gamification was added to the Gartner Hype Cycle for
2011, in which they predicted gamification would be a key trend, as shown in Figure 2-1
(Goasduff & Pettey, 2011). In fact, the Gartner Hype Cycle for 2011 predicted that by 2014,
over 70% of Fortune Global 2000 organizations would have adopted gamification in some way.
Figure 2-1 Gartner Hype Cycle for 2011
8
It is no surprise that in recent years the application of gamification has been used to
achieve higher levels of engagement, change behaviors, and stimulate innovation (Liyakasa,
2013). Some companies are already using gamification, such as Microsoft, Nike, SAP, American
Express, MLB, Salesforce.com, AXA, Deloitte, Samsung, Foursquare, USA Networks, LiveOps,
Dell, Foot Locker, eBay, Cisco, Siemens, and Yelp. These companies use gamification for non-
monetary incentive strategies and innovation by engaging employees to submit creative ideas or
solutions. Similarly, companies use gamification for marketing by altering customer behavior to
encourage them to purchase products or visit their website.
Microsoft’s productivity game, Communicate Hope, is one of the best examples of the
usage of gamification to increase internal productivity (R. Smith, 2011). Communicate Hope
motivated thousands of employees to participate this particular game to complete beta feedback
tasks and in this way earn achievement points. In this program, the participants were able to
collect points by providing feedback on usability, by submitting bugs, or by submitting user
feedback. As a result, the users who opted to play the game submitted sixteen times more
feedback than those users who did not play. Furthermore, 97% of the participants responded that
they would participate in another beta program, where these numbers were between 50%-70%
before.
Current location-sharing services like Foursquare are a prominent example of applying
gamification for marketing, as shown in Figure 2-2. Foursquare proved that simple game
mechanics can affect behavior that can engage 10 million customers and be a successful
business model (Rimon, 2014). Foursquare employs gamification elements like points, badges,
levels, and leaderboards to motivate people to engage more with the service and ‘check in’ more
frequently. In addition, Foursquare also uses the reward system, “Mayorships,” which consists
of virtual rewards that can be converted into real products.
9
Figure 2-2 Example of Foursquare
This rapid development of gamification has caught the interest of researchers in non-
business contexts such as health (deWinter & Kocurek, 2014; Lister, West, Cannon, Sax, &
Brodegard, 2014; Wylie, 2010), interactive systems (Flatla, Gutwin, Nacke, Bateman, &
Mandryk, 2011), education (Lee & Hammer, 2011; Raban & Geifman, 2009; Rafaeli, Raban,
Ravid, & Noy, 2003; Ravid & Rafaeli, 2000), and sustainability (Berengueres, Alsuwairi, Zaki,
& Ng, 2013; Gnauk, Dannecker, & Hahmann, 2012), as well as in online communities and
social networks (Bista, Nepal, Colineau, & Paris, 2012; Thom, Millen, & DiMicco, 2012).
2.1.1 Gamification-Related Concepts
It is important not to confuse other game-related applications such as serious games and
playful interaction with gamification. Thus in order to clarify these differences, we regard the
necessity of starting this section by defining these similar concepts. An overview of the relations
between them is shown in Figure 2-3.
10
Figure 2-3 Gamification and Related Concepts
2.1.1.1 Serious Games
Serious games is a term that refers to digital games that are used for a primary purposes
other than pure entertainment (Susi, Johannesson, & Backlund, 2007). Another more precise
definition proposed by (Ritterfeld, Cody, & Vorderer, 2009) is that serious games are “Any form
of interactive computer-based game software for one or multiple players to be used on any
platform and that has been developed with the intention to be more than entertainment.” In this
book, they divided serious games into several categories, such as Game-Based Simulations,
Game-Based Models, Game-Based Visualizations, Game-Based Interfaces, Game-Based
Productions, Game-Based Messaging/Advertising/Marketing, Game-Based Training, and Game-
Based Education/Learning. For example, as one of the key categories of serious games, Game-
Based Education/Learning can be defined as using gameplay to enhance motivation to learn,
engage education, or to enhance the effectiveness of content transfer or other specific learning
outcomes.
11
In terms of trying to solve problems with game thinking, the difference between
gamification and serious games is not very clear (Wu et al., 2012). Kapp (2014) also considered
serious games as a subset of gamification, describing serious games as one way in which
gamification manifests. However, Deterding et al. (2011) distinguished gamification from
serious games by defining serious games as those that are wholly games and do not include any
non-game components, while gamified applications will contain a mixture of game elements and
non-game elements. For example, the main goal for players in serious games is to achieve the
game goals by completing all the stages or being first in the ranking. The sequence of activities
and players’ actions leads to achieving these goals, and learning is produced as a side effect
(Silva et al., 2013). However, in gamification, the main goal is not to achieve these game goals
but to properly perform the learning activities. In order to reach that goal, game design elements
are included in learning activities. Thus, one of the main differences between gamified learning
situations and educational games is the intentionality of the game design elements within the
game or the activities.
2.1.1.2 Persuasive Games
To our knowledge, the distinction between gamification and persuasive games is not one
of difference but complementariness. Persuasive games can be defined as games that
are designed to change users’ attitudes or behaviors through persuasion and social influence but
not through coercion (Fogg, 2002). Additionally, Fogg (2002) identified seven common
elements contained in persuasive games, as follows: conditioning, reduction, self-monitoring,
suggestion, surveillance, tailoring, and tunnelling. All seven of these elements are related to
gamification. For example, tunnelling is a way of leading users through a sequence of events and
12
is used in gamification as levels, goals, and progression. Surveillance is also used in
gamification for key elements such as points and rewards.
2.1.2 Game elements
Yohannis et al., (2014) defined game elements as the elements that support the presence
of gameful characteristics, similar to Deterding’s (2011) definition, which is “elements that are
characteristic to games.” There is no single widely accepted classification of game elements. For
example, the popular game element “badges” is categorized into a game mechanic in
(Zichermann & Cunningham, 2011), a game interface design pattern in (Deterding et al., 2011),
and a game dynamic in (Iosup & Epema, 2014). However, all previous researches classified
game elements on several levels of abstraction from concrete elements, including badges and
leader boards, to more abstract elements, such as time constraints and styles of games. For
example, Zichermann and Cunningham (2011) categorized game elements into mechanics,
dynamics, and aesthetics (MDA) frameworks, as shown in Table 2-1. The MDA framework
helps in conceptualizing the relationship between the designer and user’s perspectives. From the
designer’s perspective, game mechanics (like points, controls, and levels) are used to achieve a
particular aesthetic (like a challenge or fellowship), whereas the user will first experience the
aesthetics and then start to unravel the mechanics through game dynamics (like time pressure
and sharing information).
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Table 2-1 Categories of game elements based on Zichermann and Cunningham (2011)
Category Description Example
Mechanics the particular components of the game at the
level of data representation and algorithms
Achievements, avatars,
badges, levels, points, teams
Dynamics the run-time behavior of the mechanics acting on
player inputs and each other’s’ outputs over time
Challenges, competition,
cooperation, feedback,
rewards
Esthetics Desirable emotional responses evoked in the player
when she interacts with the game system
Constraints, emotions,
narrative, progression,
relationships
Similarly, Werbach and Hunter (2012) developed another formal approach, called the
Game Element Hierarchy, to conceptualize three categories of elements, which they termed
dynamics, mechanics, and components, in order of decreasing abstraction, as shown in Figure
2-4. Although the point of view and the names assigned to each level of element are different
between the two frameworks, the Game Element Hierarchy can be considered equivalent to the
MDA as follows: (1) The Components correspond to the mechanics of the MDA framework; (2)
The Mechanics correspond to the dynamics of the MDA framework; (3) The Dynamics
correspond to the aesthetics of the MDA framework.
Figure 2-4 The Game Element Hierarchy (adapted from Werbach & Hunter, 2012)
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An alternative perspective developed by Deterding et al. (2011) is shown in Table 2-2.
They divided game elements into five categories: (1) interface design patterns; (2) game design
patterns or game mechanics; (3) design principles or heuristics; (4) conceptual models of game
design units; and (5) game design methods and design processes. Dicheva, Irwin, Dichev, and
Talasila (2014) also developed a two-level framework based on a framework developed by
Deterding et al. (2011). They combined the first two levels of Deterding’s classification into one
level and called it “game mechanics.” Levels (3) and (4) of Deterding’s classification were also
combined into one level and called “educational design principles.” Game mechanics included
elements such as points, badges, or progress bars, and educational design principles included
elements such as accrual grading, feedback, or students’ freedom-to-choose.
Table 2-2 Levels of game design elements
Level Description Example
Game interface design
patterns
Common, successful interaction design
components and design solutions for a
known problem in a context, including
prototypical implementations
Badge, leaderboard, level
Game design patterns
and mechanics
Commonly reoccurring parts of the design of
a game that concern gameplay.
Time constraint, limited
resources, Turns
Game design principles
and heuristics
Evaluative guidelines to approach a design
problem or analyze a given design solution
Enduring play, clear goals,
variety of game styles
Game models Conceptual models of the components of
games or game experience
MDA; challenge, fantasy,
curiosity; game design atoms;
CEGE
Game design methods Game design-specific practices and
processes
Playtesting, playcentric
design, value conscious game
design
Given these perspectives on game elements, the commonality is that they are classified or
categorized based on levels of abstractions: the MDA framework and Game Element Hierarchy
progress from the abstract to the concrete, while the levels of game design elements progress
from the concrete to the abstract.
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2.1.2.1 Game Components
Game components are the basic parts of the game world manipulated by the players or
the system, and they are probably the most concrete category of game elements. These
components are known as “game interface design patterns” according to Deterding’s Framework
and “game mechanics” according to the MDA Framework. These components include
achievements, avatars, badges, collections, combat, content, unlocking, gifting, leaderboards,
levels, points, quests, social graphs, teams, and virtual goods. Lower-level components may
implement more than one aspect of higher-level mechanics and dynamics because they are the
specific instantiations of game dynamics and mechanics. For example, some mechanics such as
challenges and feedback are used to convey a sense of progression (game dynamics). In turn,
these mechanics can be implemented by deploying within-game components such as points,
levels, and badges. It should be noted that a given element can be used to represent more than
one mechanic or dynamic within the game. For example, points can be used as a representation
of feedback and progression, as well as of relationships and competition when combined with a
leaderboard.
2.1.2.2 Game Mechanics
Game mechanics describe the specific components that are responsible for the function
of the game. They drive users to engage with the content and continue to drive the action
forward. Game mechanics are comprised of challenges, chances, competition, cooperation,
feedback, resource acquisition, rewards, transactions, turns, and win states. For example,
feedback is one of the most important aspects to motivate players in gamification systems.
Feedback can provoke increased intrinsic motivation and autonomy by providing unexpected,
16
informal feedback or reinforcement about the progress of the player. Feedback can also generate
behavior changes when metrics are provided through the given feedback (Werbach & Hunter,
2012). Table 2-3 is a list that contains short descriptions of the most important game mechanics.
Table 2-3 Game Mechanics Descriptions
Game Mechanics Descriptions
Reward Benefits a player gets for completing some action or reaching some
achievement
Status
A means of recognition, fame, prestige, attention and, ultimately, the
esteem
and respect of others
Competition Activities in which players as teams go up against each other,
resulting in one or more winners
Cooperation Collaborating in a team to reach a common goal
Feedback Returning information to players and informing them of where they
are at the present time
Challenges Giving players direction for what to do within the gamification system
Chances The element(s) of randomness in a game
2.1.2.3 Game Dynamics
Game dynamics is the structure of the game in which players can interact with game
mechanics and components. These elements reveal the underlying forces, such as constraints,
emotion, narrative, and progression that are present in almost all games. For example,
constraints are present in every game, as the game limits players' freedom in order to create
meaningful choices and interesting problems. Games can also create many different kinds of
emotions, from joy to sadness. The emotion of fun is especially important in games, as the
experience and joy of accomplishment is the emotional reinforcement that keeps people playing.
Narrative is the structure that makes the game into a coherent whole, although it does not have to
be explicit, like a storyline in a game, to work; it can also be implicit, where the whole
experience simply feels like it has a purpose and is not just a collection of nice ideas. Lastly,
progression is the idea of giving players the feeling of moving forward and improving so that
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instead of doing the same thing over and over again, they are able to progress (Werbach &
Hunter, 2012).
2.1.3 Gamification in Education
Gamification has become a commonly recommended pedagogical tool (Anderson &
Rainie, 2012, Boulet, 2012, Chou, 2013 and Kapp, 2012), and several game-design mechanics
have been demonstrated successfully in educational environments (de-Marcos et al., 2014 and
Stott and Neustaedter, 2013). Schools already have several game-like elements such as points
(grades), level (academic year), feedback (comments from teachers), and competition (ranking).
However, the default environment of school often results in undesirable outcomes such as
disengagement, cheating, and dropping out. There are several reasons for these situations. For
example, although educational settings provide feedback to students, it is not immediate and
frequent feedback: teachers can often only evaluate and provide feedback to one student at a
time, and feedback via grading takes time. Additionally, teachers typically present information
to their classes in categories that scale by difficulty, a process known as scaffolded instruction,
but it can be difficult within this structure to accommodate each individual student's needs. Thus
the existence of game-like elements in school does not translate directly to engagement. To solve
this problem, Lee and Hammer (2011) theorized that gamification could also be applied to the
education field as a tool to increase student engagement and drive desirable learning behaviors.
Further, they suggested that the most important thing is to understand under what circumstances
game elements can drive learning behavior. For this, understanding gamification’s impact on the
emotional and social areas of students is the key to engage students. Therefore, Lee and Hammer
(2011) expected that gamification can change the rules, students’ emotional experiences, and
students’ sense of identity and social positioning. Several researchers have also suggested
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applying gamification to increase student motivation by providing students with clear,
achievable goals (Landers & Callan, 2011), by providing immediate and frequent feedback
(Kapp, 2012), by making a narrative context around a task (Clark & Rossiter, 2008), by
encouraging competition (Hamari, 2013), and by showing visual display of progress (Camilleri,
Busuttil, & Montebello, 2011; Kapp, 2012).
Beyond these studies considering gamification’s potential, numerous studies on
gamification have been conducted to explore its impact on students’ learning, and the number of
such studies has been increasing rapidly, as shown in Figure 2-5. Furthermore, based on the
systematic review conducted by Bodnar, Anastasio, Enszer, and Burkey (2016), 191 papers
regarding applying gamification to undergraduate engineering classroom have been published
from 2000 to 2014 and more than half of 191 papers were published since 2010. This suggests
that gamification is becoming a more popular subject for academic inquiry.
Figure 2-5 Work distribution by year of publication (*: 1st Quart of Year)
According to the study conducted by Dicheva et al. (2015), a majority of gamification
studies in education were conducted in the context of in-class higher education sites and for
developing gamification support platforms, as shown in Figure 2-6. Dicheva et al. (2015) also
grouped the context of gamification into the following categories: gamifying courses without
online gamification support, gamifying Massive Open Online Courses (MOOCS), gamifying
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blended learning courses, gamifying e-learning sites, and developing gamification support
platforms.
Figure 2-6 Work distribution by subject (adapted from Dicheva et al., 2015)
Denny (2013), for example, investigated how badges could be used to motivate students
via online gamification support platforms. Results showed that the presence of badges had a
clear positive effect on both the number of answers submitted and the duration of engagement,
yet it had no effect on the number of questions authored by students or the perceived quality of
the learning environment. Muntean (2011) made a theoretical analysis of gamification as a tool
to increase engagement in e-learning courses. Although the author did not conduct the empirical
research, he suggested that gamification mechanics can be used to motivate and trigger desired
behaviors on students based on Fogg’s Behavior Model. He also provided a list of gamification
elements, explaining how they could be included in an e-learning course. Gåsland (2011)
conducted empirical research to answer a research question about how motivation using aspects
of game mechanics such as progression and points can be used for e-learning courses. Results
showed that the gamified e-learning system on average was considered to be somewhat
motivating. She suggested, however, that much more research is needed to test other
gamification mechanisms and their combinations.
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Burkey, Anastasio, and Suresh (2013) applied gamification to a traditional chemical
engineering laboratory course. They used game elements such as guilds, points, levels, and
reputation to motivate students to perform extra learning tasks under a collaborative team-based
game context. In addition, some studies that applied gamification to traditional courses revealed
improvements in teamwork (Caton & Greenhill, 2013; Mitchell, Danino, & May, 2013) and
learning outcomes (Akpolat & Slany, 2014).
Despite these positive outcomes, a majority of the prior research has found positive
effects to exist only in parts of the considered relationships between the gamification elements
and studied outcomes (Attali & Arieli-Attali, 2015; Coetzee, Fox, Hearst, & Hartmann, 2014;
Denny, 2013; Domínguez et al., 2013; Li, Grossman, & Fitzmaurice, 2012; A.-L. Smith &
Baker, 2011). For example, McDaniel, Lindgren, and Friskics (2012) showed that applying
gamification had positive motivational effects on students but at the same time caused frustration
probably due to difficulties to get the achievements. Domínguez et al. (2013) indicated that
gamification, especially its reward systems and competitive social mechanisms, motivated
students emotionally and socially, but the students in the gamification group showed decreased
class participation and poorer performance on exams compared with students in the non-
gamification group.
It remains unclear what effect extrinsic game mechanics have on intrinsic motivation
and how exactly they affect motivation, either positively or negatively (Bielik, 2012). For
example, Haaranen et al. (2014) showed that gamification implemented with badges did not
affect students’ learning outcomes. Furthermore, they reported that some students had strongly
negative emotions towards badges. In contrast, a recent study of badge systems suggested that
negative aspects are mostly attributable to poor design (Antin & Churchill, 2011; Bielik, 2012).
The majority of these authors shared the opinion that gamification has the potential to improve
learning if it is well designed and used correctly. Nicholson (2012) has suggested that the UCD
21
process is key to developing successful gamification systems, and it is possible to avoid
Gartner’s prediction of an 80% failure rate for gamified applications by implementing early
usability testing. However, no studies have been conducted on developing gamification systems
using UCD. The current study therefore examines the effects of the UCD process on
gamification’s usability and, more importantly, enjoyability.
2.2 User Centered Design
Software designers usually try to improve their software to make it easy for people to
use by involving users more actively in the design process, an approach that is known as user
centered design (UCD). Norman and Draper (1986) originally used the term UCD in a book
entitled User Centered System Design: New Perspectives on Human-Computer Interaction. In
this book, they emphasized the importance of having a good understanding of the users, though
without necessarily involving users actively in the design process. Norman also defined UCD as
“a philosophy based on the needs and interests of the user, with an emphasis on making products
usable and understandable”(Donald Norman, 1988). He provided four suggestions on how a
design should:
1. Make it easy to determine what actions are possible at any moment.
2. Make things visible, including the conceptual model of the system, the alternative action
s, and the results of actions.
3. Make it easy to evaluate the current state of the system.
4. Follow natural mappings between intentions and the required actions; between actions a
nd the resulting effect; and between the information that is visible and the interpretation
of the system state (D. Norman, 1988, p.188).
22
These suggestions are intended to make sure that (1) the user can figure out what to do,
and (2) the user can tell what is going on. In the 1990s, although few systems designers and
developers had knowledge of the basic principles of UCD, it had been proposed by a number of
methods, methodology books, and researches and had been shown to have applications in
various domains including designing websites, products, and documents. As a result, most
designers today have some knowledge of—or at least exposure to—UCD practices, whether they
are aware of them or not. Jeffrey and Chisnell (1994) described UCD as techniques, processes,
methods, and procedures for designing usable products and systems with the user at the center of
the process. The difference between Norman and Jeffrey in terms of their definitions of UCD is
whether the user is included in the design process. Pancake (1998) also emphasized that user
involvement is essential throughout the design process, since different types of usability
problems will be caught and corrected at different points. Gulliksen et al. (2003) emphasized
usability issues and user involvement throughout the entire design process
The increasing attention on UCD led to the development of the ISO 9241-210 (2009)—
formerly ISO 13407— standard on human-centered design for interactive systems. ISO 9241-
210 (2009) states that "User centered design is an approach to systems design and development
that aims to make interactive systems more usable by focusing on the use of the system and
applying human factors/ergonomics and usability knowledge and techniques."
2.2.1 UCD Principles
UCD principles are a set of rules intended to help designers make design decisions.
These principles form the design of a specific component of interaction and have been
developed after extensive studies. Rules for UCD follow many different guidelines. For
example, Norman (1988) summarized the main principles of UCD as follows:
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1. Use both knowledge in the world and knowledge in the head.
2. Simplify the structure of tasks.
3. Make things visible: bridge the gulfs of Execution and Evaluation.
4. Get the mappings right.
5. Exploit the power of constraints, both natural and artificial.
6. Design for error.
7. When all else fails, standardize.
These principles are based on the theory of action and interaction, which is described as
a continuum of stages on the action/execution side and the perception/evaluation side of human-
computer interactions. Norman’s (1998) theory included seven stages of activities, as follows:
one for goals (Establishing the goal), three for execution (Forming the intention, Specifying the
action sequence, and Executing the action), and three for evaluation (Perceiving the system state,
Interpreting the state, and Evaluating the system state with respect to the goals and intentions).
Norman (1998) described how the action cycle can be used as a checklist for design so as to
avoid gulfs in execution and evaluation. Figure 2-7 shows the gulfs and bridges of execution and
evaluation.
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Figure 2-7 The gulfs and bridges of execution and evaluation
The gulf of execution is the difference between the user’s formulation of the actions to
reach the goal and the actions allowed by the system. This is bridged by having a sequence of
four steps: 1) Forming the intention; 2) Planning the sequence of actions; 3) Contacting with the
user interface; and 4) Interaction with the physical system. The gulf of evaluation is the distance
between the physical presentation of the system state and the expectations of the user. This is
bridged by having a sequence of four steps: 1) Displaying the output of the current state; 2)
Interface display; 3) Interpretation; and 4) Evaluation. The goal in both cases is to minimize
cognitive effort.
Gulliksen et al. (2003) provided 9 key principles for USD based on existing theory and
validated their principle by applying and evaluating it in a case study. Key principles for USD
with their descriptions are shown in Table 2-4.
25
Table 2-4 Key principles for UCD (adapted from Gulliksen et al., 2003)
Key principles Description
User focus The user’s goals, tasks, needs, and context of use should guide
development
Active user involvement Users should actively participate throughout the development process
and system lifecycle
Evolutionary system
development
The system’s
development should be both iterative and incremental
Simple representations The design must be represented in ways that it can be easily understood
by users and other stakeholders
Prototyping Prototypes should be used early and continuously in cooperation with
users
Explicit and conscious
design activities
The development activities should contain design activities dedicated to
user interactions
Professional attitude The development process should be conducted by effective
multidisciplinary teams
Usability champions Experts should be involved throughout development
Holistic design All aspects that can influence use situations should be developed in
parallel
To sum up, the main focus of the principles from both Norman (1988) and Gulliksen et
al. (2003) is the usability in terms of effectiveness, efficiency, and user satisfaction. For
example, Gulliksen et al. (2003) emphasized the role of usability experts and various aspects that
could potentially affect use situations. The principles suggested in Norman (2002) were also
focused on providing specific design guidelines for ensuring system usability. Another important
concept in both principles is user experience, which is the entire context in which users interact
with a system or product (Alben, 1996; Jakob Nielsen & Norman, 2014). These principles also
share a common characteristic in that they consider UCD as a process rather than a physical or
visual aspect of a system or product. In Norman (2002), the principles were stated as a set of
action statements for practitioners to follow, and Gulliksen et al. (2003) emphasized the user
involvement and iterations in design processes as well as the formation of teams and attitudinal
aspects. These UCD principles can be incorporated together by using various methods of
26
evaluation for development systems. These can be used as methods of usability and user
experience evaluation.
2.2.2 Usability
The goal of UCD is to improve systems to have a high degree of usability. ISO 9241-
210 (2009) defines usability as the "extent to which a system, product or service can be used by
specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a
specified context of use." According to the ISO definition, usability is not a single, one-
dimensional property of a user interface but has multiple components, which can be measurable
elements such as effectiveness, efficiency, and satisfaction, as follows.
• Efficiency: the level of resources consumed in performing tasks
• Effectiveness: the ability of users to complete tasks using the technology and the quality
of the output of those tasks
• Satisfaction: users’ subjective satisfaction with using the technology
Usability testing (UT) is a method that observes users while they navigate a site to
perform specific tasks. UT has been widely acknowledged as a fundamental method to evaluate
products and systems. It is an evaluation method in which users directly participate (J. S. Dumas
& Redish, 1999; Jeffrey & Chisnell, 1994; Jakob Nielsen, 1994a; Plaisant & Shneiderman,
2005), as opposed to usability inspection methods (Cockton, Woolrych, Lavery, Sears, & Jacko,
2009; Jakob Nielsen, 1994b) and model-based inspection (Kieras, 2009).
There are several dimensions to usability, such as effectiveness, efficiency, and
satisfaction. These dimensions can be measured by using quantitative and qualitative methods.
For example, task completion, accuracy recall, and quality of outcome can be used to measure
effectiveness (Bayles, 2002; S. T. Dumas, Cutrell, & Chen, n.d.; Marshall, Foster, & Jack,
27
2001). Time, mental effort, and usage patterns can also be used to measure efficiency (Drucker,
Glatzer, De Mar, & Wong, 2002; Golightly, Hone, & Ritter, 1999). Preference, ease of use, and
specific attitudes can be used to measure satisfaction (Gutwin, 2002). To collect these data, the
most frequently methods used in usability testing are think-aloud protocol, eye movement
tracking, heuristic evaluation, questionnaires and surveys, and interviews and focus groups. The
think-aloud method is among the most common evaluative methods in usability testing. It was
first introduced in software development around 1980 (Lewis & Mack, 1982). While no standard
yet exists, numerous variations of the method have been employed. The most accepted
definition, described by Jakob Nielsen (1994a), is that “In a thinking aloud test, evaluator ask
test participants to use the system while continuously thinking out loud — that is, simply
verbalizing their thoughts as they move through the user interface.”
The think-aloud method enables researchers to understand how the user thinks about the
software while using it. Users complete their tasks at the computer in a testing room equipped to
capture audio and video. If the user is not talking, the evaluator encourages the user to say what
he/she is thinking. A typical think-aloud method is conducted with five to ten participants. Each
evaluation session lasts typically for one to two hours.
There are mainly five steps in this variant of the think-aloud method: (a) Greeting the
participant; (b) Data gathering on the participant’s background; (c) Observing the participant
interact with the software solving predefined tasks; (d) Debriefing the participant; (e) Thanking
the participant for coming.
The primary benefit of think-aloud methods is that they provide input to designs from
‘actual’ users who are representative of the user population. Think-aloud encourages the person
being studied to verbalize their thoughts, thereby resolving the reasons for the behavior being
observed (Gray & Wardle, 2013). The simplicity of the approach is also beneficial in utilizing
think-aloud methods, as Ramey et al. (2006) and Preece et al. (2002) reported that this method
28
can gain a vast number of results quickly. Furthermore, Neilsen (1993) points out that the think-
aloud method allows evaluators to collect a wealth of qualitative data with a fairly small number
of users. In addition, Neilsen (1993) described flexibility as a strength of the think-aloud
method, as it can be used at any stage in the development lifecycle, from early paper prototypes
to fully implemented, running systems.
Many studies about think-aloud protocols in usability testing of online learning systems
followed (Armstrong, 2011; Barzilai & Zohar, 2012; Boren & Ramey, 2000; Damico & Baildon,
2007; Guan, Lee, Cuddihy, & Ramey, 2006; Olmsted-Hawala, Murphy, Hawala, & Ashenfelter,
2010). For instance, Armstrong (2011) employed the think-aloud method in the context of online
learning and focused on how undergraduate university students use and evaluate educational
websites. Aranyi and his colleagues (2012) also used the think-aloud method to conduct an
exploratory study of the interaction experience with a news website. They provided five
categories of experience based on the participants’ evaluative statements: impression, content,
layout, information, architecture, and diversion (Aranyi et al., 2012). Similarly, Barzilai and
Zohar (2012) examined epistemic thinking in action using the think-aloud method to figure out
the relationship between students’ knowledge construction and their online practices.
2.3 Motivation
Motivation, which is directly related to curiosity, persistence, learning, and performance,
is one of the most important psychological concepts in education (Deci & Ryan, 1985b). Deci et
al. (1991) define academic motivation as students’ interest in learning, valuing of education, and
confidence in their own capacities and attributes. Several researchers have applied motivation
theory in their attempts to discover what motivates individuals to succeed academically. This
29
section will discuss the development of research in the area of academic motivation and
introduce self-determination theory.
2.3.1 Cognitive Evaluation Theory
Deci and Ryan (1985a) have contributed much to the theory of motivation by
developing Cognitive Evaluation Theory (CET) based on findings from numerous empirical
studies. This theory explains how external factors (e.g., rewards, feedback, deadlines) support or
thwart intrinsic motivation by increasing or diminishing one’s feeling of autonomy or
competence. Deci and Ryan (1985a) explained that all external factors have two functional
aspects: a controlling aspect and an informational aspect. That is, informational external events
increase intrinsic motivation, whereas controlling external events decreases it. For example, if
students experience a reward as an informational event allowing choice and providing
competence-relevant feedback, it enhances a student’s sense of autonomy and competence,
which, in turn, support intrinsic motivation. However, if the reward is used as a controlling
aspect of an external event in order to pressure students toward a specific outcome or way of
behaving, it diminishes intrinsic motivation.
Over 100 laboratory experiments and field studies have been conducted to support or
refute CET based on various types of rewards and other external events and their corresponding
effects on intrinsic motivation. The first laboratory study to test the effects of reward on intrinsic
motivation was conducted by Deci (1971). He recruited 24 college students and asked them to
complete a puzzle-solving task called the SOMA puzzle. The participants in the treatment group
were paid $1.00 for each puzzle they solved, while the participants in the control group received
no reward for participating. The experimenter provided free time to participants in the middle of
the puzzle-solving session during which they could complete the puzzle-solving task as they
30
pleased while the experimenter observed them and recorded the time that each participant spent
engaged in the task. The experimenter used these observations to measure participants’ intrinsic
motivation. The results of this study showed that the participants who were paid money to play
spent significantly less time playing on their own than participants who were not rewarded for
playing. However, Deci (1971) also conducted another experiment in which he varied the type
of reward from monetary to verbal while all other variables remained constant. He found that
those who received verbal rewards played longer than those who received monetary rewards
alone or both monetary and verbal rewards together, resulting in an increase of intrinsic
motivation.
Lepper, Greene, and Nisbet (1973) also found that reward had detrimental effects on
intrinsic motivation. In this study, participants aged between 40 and 64 months were observed in
a free play period to determine their initial intrinsic interest in a drawing activity. A “Good
Player Award” card was used as a reward for extrinsic factors. While the experimenters did not
provide the reward information to participants in the unexpected-award and the no award
groups, they assigned the Good Player Award to participants in the expected-award group. The
results of the study found that children in the expected-award group spent less time on the
drawing activity than others in either the unexpected-award or no reward groups. These results
indicated that subjects who received expected rewards experienced decreases in intrinsic
motivation due to the reward serving as a controlling agent. Since the early studies conducted by
Deci (1971) and Lepper, Greene, and Nisbet (1973), a number of studies have investigated the
effects of external reward on intrinsic motivation in an educational setting. These studies found
that extrinsic rewards such as surveillance (Lepper & Greene, 1975), deadlines (Amabile,
DeJong, & Lepper, 1976), imposed rules and limits (Koestner, Ryan, Bernieri, & Holt, 1984),
imposed goals (Mossholder, 1980), competition (Deci, Betley, Kahle, Abrams, & Porac, 1981),
and evaluation (Ryan, 1982) decrease intrinsic motivation. A later meta-analysis of 128
31
laboratory experiments confirmed that, whereas positive feedback enhances intrinsic motivation,
tangible rewards significantly undermine it (Deci, E.L., Koestner, R., & Ryan, 1999).
However, since CET assumes that all motivation stems from intrinsic motivation, this
theory cannot explain the circumstance in which activities are not intrinsically interesting but are
completed as required duties. As a result, Ryan & Deci (2000) further developed the concept of
extrinsic motivation in what became known as Self-Determination Theory (SDT).
2.3.2 Self-Determination Theory
Self-Determination Theory (SDT), together with research on individual differences in
motivational orientations, contextual influences, and interpersonal perceptions (Ryan & Deci,
2000), explains how extrinsically motivated behavior can become autonomous. Autonomous
motivation encompasses both intrinsic motivation and well internalized extrinsic motivation
such as integrated and identified regulation. SDT proposes that three forms of motivation exist,
namely, intrinsic motivation, extrinsic motivation, and amotivation that, based on the level of
autonomy associated with each, lie on a continuum ranging from high to low self-determination
respectively (Figure 2-8).
32
Figure 2-8 The spectrum of motivation according to SDT (Adapted from Ryan RM, Deci EL.
2000.)
Intrinsic motivation, the first form of motivation under SDT, can be defined as the doing
of an activity for its own sake: the activity itself is interesting, engaging, or in some way
satisfying. When intrinsically motivated, a person performs on a voluntary basis in the absence
of external contingencies (Deci and Ryan, 1985a). Intrinsic motivation is thought to constitute
the most autonomous form of motivation, which satisfying the needs to feel competent,
autonomous, and related (Deci and Ryan, 1985a). Thus, activities that lead the individual to
experience these feelings are intrinsically rewarding and are likely to be performed again. The
second form of motivation is extrinsic motivation which refers to the doing of an activity, not for
its inherent satisfaction, but to attain some separable outcome, such as reward or recognition or
praise from other people. Since external reasons that motivate individuals to perform can differ,
SDT specifies different subtypes of extrinsic motivation depending on how internalized the
motivation is. These multidimensional extrinsic motivations are divided into external,
introjected, identified, and integrated regulations, and they can vary from an entirely external
locus of causality to an internal locus of causality, as well as from lower to higher self-
33
determination. External regulation can be defined as the doing of an activity to satisfy an
external demand or to obtain an external reward; this regulation represents the least autonomous
forms of extrinsic motivation. Introjection and identification are both combinations of internal
and external loci of causality. While introjected regulation behaviors are more controlled by
external loci of causality, identification regulation behaviors are more controlled by internal loci
of causality. The last type of extrinsic motivation is integrated regulation, which is the most
autonomous form of extrinsic motivation. This behavior occurs when identified regulations have
been assimilated to the self (Deci et al., 1991). Finally, amotivation is the last form of motivation
and is considered to have the lowest level of autonomy on the continuum of motivational styles.
Markland & Tobin (2004) define amotivation as “a state lacking of any intention to engage in
behavior.” Several studies have tested key SDT constructs in both lab-based and classroom
settings, making SDT one of the most empirically validated theories for understanding
educational motivation.
As we discussed above, in consideration of intrinsic motivation and extrinsic motivation,
the most central distinction in SDT is between autonomous motivation and controlled motivation
(Deci & Ryan, 2008). Behavior-regulated autonomous motivations are based on the experiences
of volition, psychological freedom, and reflective self-endorsement. Controlled motivation
consists of two types of external motivations such as external and introjected regulation.
Behavior-regulated controlled motivation is a function of external contingencies of reward or
punishment that pressure a person to think, feel, or behave in particular ways. In education
fields, numerous researchers have conducted experiments in which they used academic
motivation to predict students’ learning and performance (Ayub, 2010; Fortier, Vallerand, &
Guay, 1995; Herath, 2015; Maurer, Allen, Gatch, Shankar, & Sturges, 2012; Park et al., 2012;
Sturges, Maurer, Allen, Gatch, & Shankar, 2016; Turner, Chandler, & Heffer, 2009). For
example, Fortier et al (1995) recruited 263 9th grade students and asked them to complete a
34
questionnaire for academic motivation to test the relationship between autonomous academic
motivation and school performance. They found that the students who have higher autonomous
academic motivation showed higher performance in school. This result revealed that
autonomous forms of motivation increase academic performance. Recently, Herath (2015) also
investigated how college students’ motivation may explain learning outcomes in information
systems courses. He recruited 160 undergraduate students and 109 graduate students and asked
them to complete an academic motivation scale questionnaire. He found that intrinsic motivators
are positively related to student perceptions of affective and cognitive learning. However, he
failed to find a strong effect of intrinsic motivation on learning in overall grades or exam grades.
In addition, he observed that extrinsic motivation has a greater effect on participation grades,
suggesting that students who identify external reasons for learning the material tend to put forth
more effort in assignments and in-class activities.
2.3.3 Self-Determination Theory for Gamification
Most studies of gamification examine only reward-based gamification systems. For
example, students often receive points when they complete a predefined task in the gamification
system. These points can then be converted into levels or rankings and can also be used in a
leaderboard to encourage competition between students. For this reason, gamification has
already become a controversial pedagogical tool, critiqued within a CET framework for
diminishing students’ intrinsic motivation. On the other hand, gamification provides students
with a non-controlling setting in which the implementation of game elements may indeed
improve intrinsic motivation by satisfying users’ innate psychological needs for autonomous
motivation (Deterding, 2014; Francisco-Aparicio et al., 2013; Pe-Than et al., 2014; Peng et al.,
2012). In addition, Deterding (2011, 2012) suggested the need for better understanding of the
35
psychological mechanisms underlying gamification. However, currently very few studies have
attempted to empirically investigate the effects of game elements on motivation and
performance (Deterding, 2011; Hamari et al., 2014; Seaborn & Fels, 2015). Furthermore, these
studies have not considered the quality of motivation (i.e., intrinsic and extrinsic motivation).
Even though there is no previous study regarding the application of SDT to
gamification, several researchers have applied SDT in investigating motivation in computer
games and game-based learning. For example, Przybylski (2006) found that the basic
psychological needs of intrinsic motivation predicted both enjoyment and future game play.
Sheldon & Filak (2008) supported this conclusion, finding that the three basic psychological
needs of autonomy, competence, and relatedness within a game-learning context predicted
students’ affect and performance. Thus, it is important to satisfy students’ basic psychological
needs of autonomy, competence, and relatedness in a gamification context. Competence, which
is the need to be effective and master a problem in a given environment, can be achieved
through certain game elements. Difficult goals encourage higher expectations which in turn
increase performance, and the completion of a task leads to a sense of competence and higher
satisfaction, ultimately leading to an increase in intrinsic motivation. For example, points can be
used to quantify different goals. A level or progress bar visually indicates the player's progress
over time, thereby providing sustained feedback. Badges serve as visual symbols of
achievement, supporting the competence component of self-determination theory. Leaderboards
permit social comparison and a means to display competence to one’s peers. Thus, the feedback
function of these game design elements evoke feelings of competence, as this directly
communicates the success of a player's actions. Autonomy, which is the need to control one’s
own life, can be understood in a learning context as the ability of learners to make choices about
how they learn with opportunities to take responsibility for their own learning. Since an
individual’s control over his or her experience is thought to be a crucial component of active
36
learning and is key to the concepts of self-determination theory, it is very important that
gamification should provide learners with as much control as possible. If gamification provides
multiple paths to achieve the goal, it is possible for players to prioritize and choose which paths
are most relevant to them. For example, avatars offer players freedom of choice, while
leaderboards and feedback encourage engagement and fulfill the need for relatedness (the need
to interact and be connected with others) by providing a choice for learners to either collaborate
with or compete among their peers.
2.4 Personality
Personality traits refer to individual differences that explain the unique and consistent
patterns of cognitions, behavior, and emotions shown by individuals in a variety of situations
(MacKinnon W., 1944). This definition is the source of the Big Five personality factors that are
commonly addressed in educational psychology (Hogan, Hogan, & Roberts, 1996). These
factors include extraversion, agreeableness, conscientiousness, neuroticism, and openness to
experience. Extroversion includes the traits of sociability, spontaneity, and adventurousness.
Agreeableness is characterized as tending to be honest, courteous, acquiescent, and kind. While
conscientiousness is linked to responsibility, dependability, and orderliness, neuroticism is
characterized by insecurity, emotional instability, and immaturity. Openness to experience is
associated with curiosity, flexibility, intellect, and originality (O’Brien & DeLongis, 1996).
Since 2010, more than 1000 empirical studies have investigated the moderating effects
of personalities on motivation (Clark & Schroth, 2010; Komarraju et al., 2009; Ö nder et al.,
2014), learning styles (Busato et al., 1998; Frunham, 1996; Zhang, 2003), and computer-based
learning (Buckley & Doyle, 2017; Cohen & Baruth, 2017; Haron & Suriyani Sahar, 2010;
Nakayama, Mutsuura, & Yamamoto, 2014; Reza & Khan, 2014). Komarraju et al. (2009) have
37
examined how personality is related to academic motivation. They found that openness to
experience positively correlated with intrinsic motivation; neuroticism and extraversion
positively correlated with extrinsic motivation; and conscientiousness positively correlated with
both intrinsic and extrinsic motivation. In addition, agreeableness and conscientiousness both
correlated negatively with amotivation. Showing results similar to those of a previous study
conducted by Komarraju et al. (2009), Clark & Schroth (2010) also demonstrated a relationship
between personality and academic motivation. They suggest considering students’ personality
when devising teaching, planning, and learning strategies.
Several studies were conducted to investigate the moderating effects of personalities on
learning styles, as measured by the Index of Learning Styles (ILS), and their results suggest
complex links between learning styles and personality traits. Frunham (1996) studied the relation
between learning styles and the Big Five personality factors. He found that conscientiousness
was associated positively with meaning-, reproduction-, and application-directed learning styles,
and openness to experience correlated positively with meaning- and application-directed
learning styles. Conscientiousness and openness to experience were associated negatively with
an undirected learning style. In contrast, neuroticism correlated positively with an undirected
learning style and negatively with meaning- and reproduction-directed learning styles. Busato et
al. (1998) also investigated the relationship between learning styles and the Big Five personality
factors, and their results show the same trends as Furnham’s study. In addition, Zhang (2003)
showed that conscientiousness and openness to experience predicted a deep approach to learning
and that neuroticism is a good predictor for the surface approach to learning.
Previous studies on computer-based learning claim that personality affects the adoption
of and familiarization with e-learning (Buckley & Doyle, 2017; Cohen & Baruth, 2017; Haron &
Suriyani Sahar, 2010; Nakayama et al., 2014; Reza & Khan, 2014). For example, Haron and
Suriyani Sahar (2010) found that extroversion, agreeableness, and emotional stability have
38
significant negative correlations with the adoption of e-learning, while high conscientiousness
and openness to experience correlate positively with the adoption of e-learning. Nakayama et al.
(2014) investigated how a student’s personality can affect learning within an online course
environment, and their results showed that the learner's personality affects his/her note-taking
behavior while learning online. Recently, Cohen and Baruth (2017) investigated the relationship
between learners' personality and their satisfaction within an online academic course. They
reported that openness to experience and conscientiousness are positively associated with the
satisfaction of online courses.
39
Chapter 3
The Effects of Gamification on Engineering Lab Activities
The following chapter is from the manuscript: “The Effects of Gamification on
Engineering Lab Activities”, Eunsik Kim, Ling Rothrock, and Andris Freivalds, published in
Frontiers in Education Conference (FIE), 2016.
3.1 Introduction
The purpose of this study was to explore through empirical evidence the effects of
gamification on students’ performance of engineering lab activities.
The following hypotheses were developed:
H1: The gamification system will motivate students
H2: The gamification system will increase students’ engagement
H3: The gamification system will increase students’ performance
3.2 Methods
Two types of websites were created to collect data from students who enrolled an
undergraduate introduction human factors course (IE327) taught at The Pennsylvania State
University in the fall semester of 2015. This course is a first-level junior course required for all
baccalaureate students in the Department of Industrial and Manufacturing Engineering and was
selected for this study because it includes a lab activity with more than 100 students. The course
has 6 lab sections in which the maximum number of students is 24. In the first week of lab
activity, we introduced the background and purpose of this study as well as the research question
40
and data-collection websites. Only students who wanted to participate in this study were then
asked to join the websites and practice the activities. They were also to take the general
knowledge test. This study received institutional review board (IRB) approval from
Pennsylvania State University.
3.2.1 Websites
For this study, we established websites of two types in which students could create their
own multiple-choice questions (MCQs) and answer the questions authored by classmates, as
based on a previous study (Denny, 2013). The two types of websites were Gamification (GM)
and Non-Gamification (NG). While the GM website included game elements including a Badge
System, Score, Avatar, Leaderboard, Level, and Feedback (Notification), the NG website was a
traditional website without game elements. Several previous studies showed that having students
create their own questions is an effective learning technique that also helps students to develop
self-regulating skills (Foos, 1989; Nicol, 2007). Furthermore, according to Bloom’s revised
taxonomy, to have students create their own questions requires them to employ the most
advanced step in the learning process, “Creating,” which involves designing, constructing,
planning, producing, inventing, devising, and making (Anderson et al., 2001). Examples of the
websites as seen by the students are shown in Figure 3-1. In these websites, when the students
created questions, they had to also provide an explanation for the correct answer in their own
words. These explanations appeared with the correct answer whenever other students submitted
their own answers. When students answered the questions authored by their classmates, they
also had to provide their opinion about whether they agreed with the correct answer or not,
evaluate the difficulty and quality of the question, and write comments about the question in
their own words. They also needed to decide whether to “follow” the author of the question or
41
not. The “follow” function enables students to view the questions created by specific authors in
the first row among the unanswered questions.
The game elements were only available in the GM website. Scores for students in this
website were calculated by an algorithm based on the number of questions authored as well as
the number of answers given and the feedback provided by other students. This score was then
used to determine level and ranking for competition between the students. The GM website
included two more pages, called “View my badges” and “Leaderboard.” Samples of these two
pages are shown in Figure 3-2. In the “View my badges” page, students could identify what
they earned from the activity. A total of 27 kinds of badges were available. Examples of the
badges with their descriptions are shown in Table 3-1. In the “Leaderboard” page, students could
see where they ranked on the website in relation to their classmates. They could also see
information about specific rankings such as Username, Level, Score, the number of earned
badges, questions, and answers.
44
Table 3-1 Examples of the badges with descriptions
Category Badge Name Description
Basic
1. Author For contributing your first question on the Website
2. Answerer For answering your first question on the Website
3. Comment For the first time you write a comment about a question
4. Evaluator For the first time you either ”agree” or ”disagree” with a
previous comment written by class mates
5. Follower For the first time you ”follow” a question author
6. Inspector For the first time you give a feedback about Correct Answer
7. Commitment For answering at least 10 questions, on each of 3 different
days
Standard
1. Prolific Author For contributing at least 20 questions, on each of 5 different
days
2. Good Answerer For answering at least 50 questions, on each of 5 different
days
3. Reporter For writing comments for at least 20 questions, on each of 5
different days
4. Voter
For submitting at least 50 either ”agree” or ”disagree” with
previous comments written by classmates, on each of 5
different days
5. Supporter For following at least 10 question authors, on each of 3
different days
6. Rater For submitting at least 30 feedbacks about correct answers, on
each of 5 different days
7. Diligence For contributing questions, on 3 consecutive days
8. Earnest For contributing questions, on 10 consecutive days
9. Scholar For correctly answering at least 10 questions in a row, on 3
different days
10. Genius For correctly answering at least 20 questions in a row, on 5
different days
11. Strivers For answering questions, on 10 consecutive days
Advance
1. Leader For at least 20 followers
2. Professor For 5 questions you contribute that receive at least 5 ”hard”
ratings for the difficulty of question
3. Good Author For 5 questions you contribute that receive at least 10 ”very
good” rating for the quality of question
4. Congressman For writing at least 5 comments that receive an ”agreement”
5. Night Owl Author For contributing a question between 12 AM and 2 AM
6. Night Owl Answer For answering a question between 12 AM and 2 AM
7. Early bird Author For contributing a question between 7 AM and 9 AM
8. Early bird Answer For answering a question between 2 AM and 9 AM
9. Popular Author For a question you contribute that is answered at least 50
times
45
3.2.2 Design of experiment
A total of 140 students enrolled in the course and its 6 lab sections in the fall semester of
2015. For the purpose of this study, students who wanted to participate were randomly assigned
to the experimental or control groups based on their lab sections. Students in sections 1, 3, and 5
were assigned to the NG group, while students in sections 2, 4, and 6 were assigned to the GM
group. The first phase of the study for students who wanted to participate was conducted with
Biomechanical Analysis of Lifting and CTD and Screwdriver Design lab materials. All students
who participated in the first phase received extra credit amounting to 0.5% of overall course
grade and could receive an additional 1% extra credit if they met the minimum requirement of
creating 3 questions and answering 18 questions. In the GM group, if students were ranked in
the top 5%, they received a further 1% extra credit. In the NG group, students who created every
additional five questions or answered 15 questions after meeting the minimum requirement
received an additional 0.1% extra credit up to 1%. Since the ranking system was one of the game
elements, we gave additional extra credit to the NG group based on the members’ effort at
creating and answering questions. To balance the GM and NG groups for additional extra credit,
the number of questions and answers required for additional extra credit in the NG group was set
based on the previous study (Landers, Callan, Freitas, & Liarokapis, 2011). In the second phase
of this study, all participating students were assigned to the opposite group; students assigned to
the NG website in the first phase were assigned to the GM website and vice versa. The second
phase for students who wished to participate was conducted with Time Study lab materials. All
students participating in the second phase received extra credit via the same method. Figure 3-3
shows the timeline on which this study was conducted. To avoid the possibility of students
completing all the required contributions in one day, students could not create more than 5
questions per day or answer more than 15 questions per day.
46
Figure 3-3 Timeline of the experiment
3.3 Results
To answer the first research question, frequency analysis was conducted. The numbers
of students who joined the websites for each phase are shown in Table 3-2.
In the first phase, of the 67 students in the GM group and 73 in the NG group, 48 and 50
respectively joined and participated in each website. We observed a higher participation rate in
the second phase compared with the first, showing that 61 of 73 in the GM group and 51 of the
67 in the NG group joined the websites. The signup rate for the GM website was 3.1% greater
than that for the NG website for the first phase and 7.5 % greater for the second phase compared
to lower rates in both phases (68.5% and 76.1% respectively).
Table 3-2 The number of students who joined each type of website for each phase
1st Phase 2nd Phase
GM website NG website GM website NG website
Participants 48 (71.6%) 50 (68.5%) 61 (83.6%) 51 (76.1%)
All 67 73 73 67
47
The summary of website activities, including the number of questions authored, the
number of answers submitted, and the number of distinct days of activity between the two types
of websites for each phase are shown in Table 3-3. Distinct day was defined as the number of
days on which a student was considered to be active on the assigned website, either authoring or
answering at least one question.
To answer the second research question, a two-sample t-test was conducted to determine
the significance of the differences in website activities between the two groups for each phase.
The number of questions authored by students was not significantly different between
the two groups for both phases (1st phase: t (94) = -0.27, p = 0.788; 2nd phase: t (80) = 0.41, p =
0.683). However, both the quality and difficulty of the questions showed significant differences
between the two groups for both phases (Quality: 1st phase: t (459) = 3.65, p = 0.000, 2nd phase:
t (468) = 12.29, p = 0.000; Difficulty: 1st phase: t (352) = 2.79, p = 0.006, 2nd phase: t (556) =
9.29, p = 0.000). The number of answers and comments and the percentage of correct answers
were significantly different between the two groups in the first phase (Answer: t (92) = 2.03, p =
0.045; Comments: t (468) = 3.50, p = 0.001; Correct Answers: t (3043) = 2.17, p = 0.030);
however, in the second phase those factors were not significantly different between the two
groups (Answer: t (109) = 0.15, p = 0.878; Comments: t (659) = -1.87, p = 0.063; Correct
Answers: t (5129) = 1.40, p = 0.162). Finally, the number of distinct days showed a significant
difference between the two groups for both phases (1st phase: t (79) = 1.99, p = 0.050, 2nd
phase: t (86) = 2.09, p = 0.040).
48
Table 3-3 The summary of website activities between two groups for both phases
Activity Web 1st Phase 2nd Phase
N Mean(SD) P Value d N Mean P Value d
The number of
Questions
GM 48 5.06(6.4) 0.788 0.06
61 7.3(26) 0.683 0.07
NG 50 5.4(5.94) 51 5.9(10)
The Quality of
Questions
GM 244 2.29(0.91) 0.000*** 0.32
448 2.68(0.56) 0.000*** 1.04
NG 270 1.91(1.44) 299 1.99(0.86)
The Difficulty of
Questions
GM 244 1.01(0.29) 0.006** 0.24
448 1.3(0.59) 0.000*** 0.63
NG 270 0.87(0.75) 299 1.02(0.17)
The number of
Answers
GM 48 42.3(30.2) 0.045* 0.41
61 49.6(77.1) 0.878 0.02
NG 50 28.3(37.6) 51 47.5(65.7)
The number of
Comments
GM 244 2.27(3.06) 0.001*** 0.31
448 1.38(2.45) 0.063† 0.15
NG 270 1.4(2.49) 299 1.72(2.34)
The percentage
of Correct
Answers
GM 2002 0.80(0.4)
<0.03* 0.08
3027 0.81(0.39)
0.162 0.04 NG 1459 0.77(0.42) 2426 0.79(0.41)
The number of
Distinct Days
GM 41 10.54(6.54) 0.050* 0.42
51 14.1(5.57) 0.040* 0.43
NG 47 7.97(5.69) 47 11.36(7.2)
† p < .1 * p < .05 **p < .01 ***p < .001.
The students’ performance was compared between the GM group and the NG group for
each phase based on the students’ scores on the general knowledge test, midterm, and final
exam. The difference between the general knowledge score and midterm score was used as the
performance data for the first phase of the study, and the difference between the general
knowledge score and final exam score was used as the performance data for the second phase.
The exams were graded by the course instructor who was not directly involved in the
gamification components of the lab exercises. To answer the third research question, a two-
sample t-test was conducted to determine the significance of the differences in the exam scores
between the groups for each phase, and the results are shown in Figure 3-4. The students’
performance was significantly different between the two groups for all phases (1st phase: t (83)
= 2.12, p = 0.037; 2nd phase: t (83) = 2.20, p = 0.030).
To investigate whether the sequence of students’ assignment to the GM and NG groups
affected the level of student engagement, we compared the difference in students’ activities
49
between the two sequences only for students who participated in both phases using a two-sample
t-test. The control group consisted of the students who used the GM system in the first phase and
the NG system in the second phase (GM to NG). The treatment group consisted of the students
who used the NG system in the first phase and the GM system in the second phase (NG to GM).
Figure 3-5 to Figure 3-7 shows the results in terms of the number of questions authored, answers
submitted, and distinct days, respectively. For the number of questions authored, there was no
significant difference between the two groups. However, there were significant differences
between the two groups for the number of answers submitted and distinct days (Answer
submitted: t (78) = -1.98, p = 0.05; Distinct day: t (59) = 2.31, p = 0.024).
Figure 3-4 The difference of exam scores between the two groups for both phases
50
Figure 3-5 The difference of the number of questions between two groups (GM to NG, NG to
GM)
Figure 3-6 The difference of the number of answers between two groups (GM to NG, NG to
GM)
51
Figure 3-7 The difference of the number of distinct days between two groups (GM to NG, NG to
GM)
3.4 Discussion
Gamification is a fast-growing approach used to encourage user motivation and
engagement in non-gaming environments. In a general survey of the literature, Seaborn and her
colleagues (Seaborn & Fels, 2015) found that over 750 articles have been written on
gamification. With respect to engineering education, Bodnar & Clark (2014) surveyed 191
papers that used games in engineering classes. The findings of both Seaborn and Bodnar agree
that gamification resulted in an overall positive experience for users and students. However, both
researchers’ findings also concur that the majority of applied work is not grounded in theory and
does not use a standard gamification framework. Moreover, from the surveyed literature, only a
small subset demonstrated a systematic approach to analytically assessing the benefits of
implementing games (or game components) in the classroom (Bodnar & Clark, 2014). In this
context, a major gap exists in that gamification research needs to be improved based on
52
empirical validation of the effectiveness of various gamification methods, which we tried to
address by comparing GM and NG groups.
Two types of websites, GM and NG, were created to explore the effects of gamification
on engineering lab activities by providing empirical evidence of the effect of gamification on
students working in an engineering lab. The results suggest that gamification had a positive
effect in terms of motivation, engagement, and performance on engineering lab activities,
indicated by the higher number of students who joined the GM website, the higher number of
answers submitted to the GM website (in the first phase), and the higher number of distinct days
of participation for students in the GM group. Although gamification did not have the impact of
increasing the number of questions authored by students in the GM group for either phase, the
difficulty and quality of questions authored by students in the GM group were higher than those
of the NG group in each phase. These results indicate that the GM group invested greater time
and effort in creating questions compared with the NG group.
Despite these differences in participation and engagement, in the second phase the
number of answers submitted did not differ significantly between the two groups. One potential
reason may be that most students in both groups selected answering questions as the best method
for preparing final exam, which had a great impact on their grades. The total number of answers
submitted by both groups combined increased by around 2000 in the second phase. The number
of questions created by students did not differ significantly between the two groups in either
phase. One possible explanation for this is that creating their own questions presented the
greatest challenge for students. Each student created only an average of 6 questions for each
phase, and this number is only half of the average number of distinct days for all students in both
groups. This phenomenon was also found in previous studies (Denny, 2013; Denny, Luxton-
Reilly, & Hamer, 2008) and may be due to the fact that creating their own questions requires
greater time and effort for students when compared to other activities. Another potential reason
53
is that, since there were one or two lab materials in which students had to create questions, it was
difficult to avoid repeated questions.
Additionally, we investigated whether the sequence in which the system was used
between GM and NG affected the level of student engagement by comparing two groups, one
for each sequence. Since the general trend of decreasing motivation over time is shown in the
literature (Eccles, Wigfield, & Schiefele, 1998; Pintrich & Schunk, 2002; Zusho, Pintrich, &
Coppola, 2003), we expected that the activity of students in both groups might decrease in the
second phase compared with the first phase. However, students’ activities did not decrease in
either group. Furthermore, the increase in the treatment group was significantly greater than that
in the control group. Based on the slope between the two phases for each group, we can explain
the effect of gamification on students’ motivation, which shows a significant difference in the
number of questions submitted and distinct days.
Based on our results, we can conclude that a positive effect of gamification on student
learning in engineering lab activities was ultimately found.
Since this is the first and pilot study, it has several limitations. Though our study focused
primarily on the effectiveness of gamification on engineering lab activities, future research
should consider which elements of gamification had the greatest impact on students’ motivation,
engagement, and performance. In addition, further research is required to consider real-time
evaluation of student behavior by using an eye-tracking system.
54
Chapter 4
An Empirical Study on the Impact of Lab Gamification on Engineering
Students’ Satisfaction and Learning
The following chapter is from the manuscript: “An Empirical Study on the Impact of Lab
Gamification on Engineering Students’ Satisfaction and Learning”, Eunsik Kim, Ling Rothrock,
and Andris Freivalds, published in International Journal of Engineering Education, 2018
4.1 Introduction
The present study determines whether gamification has positive effects on engineering
lab activities in terms of motivation, engagement, and learning outcome. This study is an
extension of the previous chapter, which only considered the data from gamification systems,
leaving several open questions about students’ perspective. Thus, we evaluated our gamification
systems based on student perceptions in terms of active learning, motivation, and game elements
by using responses to a questionnaire (see Appendix). In addition, we examined the relationship
between the level of gamification engagement and learning outcomes. Lastly, we investigated
which game elements best motivated students and facilitated their enjoyment. The following
hypotheses were developed:
H1: The students’ perception of how the gamification system is helpful to active
learning will affect their level of gamification engagement and learning outcomes.
H2: The students’ perception of how the gamification system motivates them will affect
their level of gamification engagement and learning outcomes.
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H3: The students’ perception of how often they keep track of game elements in the
gamification system will affect their level of gamification engagement and learning
outcomes.
H4: There is a significantly positive relationship among students’ perceived effect of the
gamification system, the level of gamification engagement, and learning outcomes.
4.2 Method
The course chosen to include gamification systems and used for data collection was
Introduction to Work Design, a course in the Department of Industrial and Manufacturing
Engineering at The Pennsylvania State University. This course is a first level junior course
required for all undergraduate students in the department. There are two reasons why this course
was selected: (1) it is one of the largest classes required for all undergraduate students in the
department and (2) it uses active-learning strategies and hands-on experiments within the
integrated laboratory class.
4.2.1 Website
For this study, we established websites of two types: Gamification (GM) and non-
gamification (NG) websites, as shown in Figure 4-1. While the GM website included several
game elements such as a badge system, score, avatar, leaderboard, level, and feedback
(notification), the NG website was a traditional website without game elements. In these
websites, students were requested to conduct two main activities, as based on a previous study :
(1) create their own multiple-choice questions (MCQs) and (2) solve the questions generated by
classmates (Denny, 2013). Question generation is the one of the most effective learning methods
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because it requires students’ attention to content and main ideas and evaluates whether content
was understood in an active learning strategy. Numerous previous studies for the past few
decades have indicated the positive results in terms of the enhancement of comprehension of
learned content (Hanus & Fox, 2015; Stavljanin, Milenkovic, & Sosevic, 2016) and the
promotion of motivation (Chin & Brown, 2002), group communication (Fu‐Yun Yu et al.,
2005), and higher-order cognitive skills (Brown & Walter, 2004; Drake & Barlow, 2008).
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Figure 4-1 the main page of the two websites: (A) Gamification (B) Non-gamification
For creating questions, students were asked to write their own questions and to provide
one correct answer, four alternative answers, and an explanation for the correct answer for each
question. This explanation appeared with the correct answer. For answering questions, students
were asked to solve the question, check the correct answer, and evaluate the question. There was
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an evaluation page as shown in Figure 4-2. When students answered the questions authored by
their classmates, this page appeared asking students to indicate whether they agreed with the
correct answer and how they would rank the quality and difficulty of the question. Students were
also given the option write their opinion about the question by providing feedback in the
comment area. In addition, there was a function labeled “follow,” which enabled students to
view the questions written by selected authors in the different unanswered questions table.
Figure 4-2 Example of evaluation page in website
In the GM website, scores for students were calculated using an algorithm based on the
number of questions authored, the number of correct answers given, and the feedback provided
by other students as follows:
• When students created a question, they received up to 1000 points.
o When students registered a question, they received 300 points (basic score).
o If students received a greater amount of ‘yes’ feedback than ‘no’ feedback for the
correct answer, they then received an additional 200 points.
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o Additional points up to 500 were available depending on the mean value of the
quality rating.
• When students correctly answered a question authored by peers, they received 200 points.
• Students could receive up to 5000 points per day.
Students could not create more than 5 questions per day or answer more than 15
questions per day in order to prevent students from completing all the required contributions in
one day This score was then used to determine level and ranking for competition between the
students. The detailed information for the websites is available in our previous study (Kim,
Rothrock, & Freivalds, 2016).
4.2.2 Participants and procedure
A total of 140 students enrolled in the course, and its 6 lab sections completed a series of
two activities throughout the fall semester of 2015. Students interested in participation in this
activity were randomly assigned by course section to the GM or NG groups based on their lab
sections. For example, students in sections 1, 3, and 5 were assigned to the NG group, while
students in sections 2, 4, and 6 were assigned to the GM group.
For the first phase of the study, Biomechanical Analysis of Lifting and CTD and
Screwdriver Design lab materials were used, and for the second phase of the study Time Study
lab materials were used. These materials have many variables, limitations, and questions that
make it difficult to memorize them, and students can easily become confused. Furthermore,
Biomechanical Analysis of Lifting and CTD and Screwdriver Design constitute around 50% of
the midterm, and Time Study constitutes around 50% of the final exam. By participating in this
study, students received extra credit up to 5% of their overall course grade, as summarized in
Table 4-1.
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Table 4-1 Summary of extra credit for participating in this study
Group
GM NG
Sign up Extra Credit 0.5% 0.5%
Minimum Requirement
Extra Credit (3Q + 15 A) 1.0% 1.0%
Additional Extra Credit students were ranked
in the top 5% 1.0%
Every additional 5
Q or 25 A
0.1%
(up to 1.0%)
For the second phase of this study, students in the NG group at the first phase were
assigned to the GM website and vice versa in order to give both groups equal opportunity to
experience both educational environments.
On the second week (first lab) of the semester, we described this study in detail
including background and purpose of the study as well as the research question and data-
collection websites. Only students who were interested in participation were then asked to join
the websites and practice the activities after lab activity. They were also to take the general
knowledge test. From the 5th week to midterm, the first phase of this study was conducted. After
that, students were asked to complete the questionnaire developed to figure out students’
perspectives and satisfaction.
The second phase of this study was conducted from the 13th week to final exam week.
After that, students were asked to complete the questionnaire again. The detailed timeline of this
study is shown in Figure 4-3.
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Figure 4-3 Timeline of the experiment
4.2.3 Measurement and Data analysis
We developed the two questionnaires (Table A and B in the Appendix): one to measure
each student’s perceived effect of gamification and active learning strategy on motivation and
learning outcomes, and another to figure out students’ perspective for specific game elements
including open-ended questions. The first questionnaire was composed of 16 items. The students
were asked to respond on a 5-point Likert scale, from 1 (never or strongly disagree) to 5 (always
or strongly agree). The second questionnaire consisted of 4 short answer questions regarding
game elements and one open-ended question.
All statistical analysis was performed using the Statistical Package for Social Sciences
(SPSS). A factor analysis with the Varimax method was performed on the data to explore the
possible structure of the questionnaire. In extracting factors, only the factors having eigenvalues
greater than 1 were considered significant. We conducted frequency analysis for the responses to
the questionnaire in order to categorize them into the following 3 groups: high (responses upper
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75 percentile), moderate (responses between 25 to 75 percentiles) and low (responses under the
25th percentile). Then these groups were used to conduct the ANOVA test to determine
hypotheses H1 to H3. The correlation analysis was also performed on questionnaire results,
learning outcomes, and gamification engagement for hypothesis H4. Learning outcomes refers to
a student’s exam score and gamification engagement refers to the ‘score’ in the gamification
system based on the algorithm described previously. We conducted frequency analysis for
students’ answers to short answer questions regarding game elements. To analyze open-ended
questions regarding students’ suggestions for the next gamification system, we extracted
keywords based on similar words or that expressed the same idea from students’ responses and
conducted a frequency analysis using those keywords. The non-gamification group was asked to
complete only one questionnaire (Table C in the Appendix) regarding active learning strategy
questions because there were no game elements. We conducted a paired t-test to investigate
whether gamification can be used as a supporting tool for an active learning strategy in order to
sustain students’ motivation.
4.3 Results
4.3.1 Demographic statistics
Among a total of 140 students, only 86 results could be analyzed because 54 students
did not fully complete all measurements. Of those 86, 51 were male and 35 were female, 42
students regularly played the game while 44 students did not regularly play the game, and 60
were already familiar with game elements.
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4.3.2 Factor analysis
An exploratory factor analysis yielded a 13-item scale and three factors, which together
accounted for 69% of the variance and received an acceptable value on the Kaiser-Meyer-Olkin
measure of sampling adequacy (KMO 0.806). All the variables received acceptable values of
communality, ranging from 0.516 to 0.856. Also, the Bartlett’s Test of Sphericity was significant
(p=.000), suggesting that the data was suitable for performing the exploratory factor analysis.
The first factor accounted for 48.8% variance (eigenvalue=6.348). The second factor accounted
for 13.2% of the variance (eigenvalue=1.719). The last factor accounted for 9.7% variance
(eigenvalue=1.256). All items displayed loadings above .50 on all factors as shown in Table 4-2.
The first factor was labeled as Active Learning, composed of 5 items, describing only main
activities in the gamification system such as the effect of question generation and answering
questions. The second factor of five items was named Game Elements because all questions are
related to game elements such as badges, ranking, and score. The last factor included 3 items
regarding motivation questions. Thus, this factor was labeled as Motivation.
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Table 4-2 Results of factor analysis from questionnaire
AL GE M Cronbach
Alpha
Mean
correlations
with other
scales
Q1. Creating my own questions was an effective
way of learning in this class .873
.903 .338
Q2. Answering questions that were created by
classmates was an effective way of learning in
this class
.843
Q3. These activities (creating and answering
questions) were helpful in preparing for exams. .797
Q4. This website was helpful for preparing
exams. .786 .308
Q5. There was a sufficient number of questions
to learn the lab material. .719
Q6. Did you actively try to score (earn points)? .839
.844 .275
Q7. Did you actively try to earn badges? .796 .304
Q8. Did you keep track of your level? .336 .657 .345
Q9. Did you keep track of your ranking? .504 .642
Q10. Did you keep track of the number of
followers? .415 .503 .301
Q11. These game elements increased my
enjoyment of doing activities. .894
.800 .363 Q12. These game elements motivated me to
participate more than I would have otherwise. .816
Q13. I think that my level of involvement was
high. .489 .604
Eigenvalues 6.348 1.719 1.256
KMO(Kaiser-Mayer-Olkin) 0.806
Bartlett's Test of Sphericity
Approx. Chi-Square 815.494
df 78
Sig. .000
Extraction Method: Principal Component Analysis.
Rotation Method: Varimax with Kaiser Normalization.
AL: Active Learning; GE: Game Elements; M: Motivation
4.3.3 Descriptive Analysis
Mean and standard deviation were used as descriptive statistics for questionnaire
response, gamification engagement, and learning outcomes as shown in Table 4-3 to Table 4-5,
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respectively. The highest mean value was 3.6163 in Active Learning and the lowest mean value
was 2.8907 in Motivation. Table 4-4 contains detailed information about gamification
engagement including the number of Questions, Answers, and Badges; the quality of Question;
and the Score. Score was calculated based on the number of Questions, number of Answers, and
the quality of Question as described previously. The mean values of the number of Questions,
Answers, Badges, and Distinct Days are 7.33. 56.35, 7.79 and 5.84, respectively. In Table 4-5,
the pre-test refers to the general knowledge test and the pro-test refers to the midterm and final
exam score. The mean values of the pre-test and the exam scores were 29.53 and 73.22,
respectively.
Table 4-3 Descriptive statistics for questionnaire response
Items N Mean SD
Active Learning 86 3.6163 0.88342
Motivation 86 2.8907 0.93992
Game Elements 86 3.3451 0.95044
Table 4-4 Descriptive statistics for gamification engagement
Items N Mean SD
The number of Questions 86 7.33 22.15
The quality of Question 86 2.02 1.03
The number of Answers 86 56.35 72.58
The number of Badges 86 7.79 4.51
The number of Distinct Days 86 5.84 6.54
Score 86 15884.84 17470.62
Table 4-5 Descriptive statistics for learning outcomes
Items N Mean SD
Pre-Test 86 29.53 13.97
Exam Score 86 73.22 20.67
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4.3.4 Hypothesis testing
H1: The students’ perception of how the gamification system is helpful to active learning
will affect their level of gamification engagement and learning outcomes.
The results of one-way ANOVA showed a significant main effect for gamification
engagement and learning outcomes (F(2,83) = 70.11, p<0.01 for gamification engagement;
F(2.83) = 70.36, p<0.01 for learning outcomes) (Table 4-6). A post-hoc analysis of the main
effect indicated that the mean values of both gamification engagement and learning outcomes
were significantly higher in the ‘High’ group as compared to the ‘Moderate’ and ‘Low’ groups,
respectively. The mean values of both gamification engagement and learning outcomes for the
‘Moderate” group were also higher than that of the ‘Low” group. This data provides convincing
evidence that the more that students have a positive perception of active learning in the
gamification system, the higher the level of gamification engagement and the higher the learning
outcomes will be, resulting in acceptance of Hypothesis 1.
Table 4-6 ANOVA analysis of active learning for gamification engagement and learning
outcomes
Active Learning
Low (n=22) Moderate (n=42) High (n=22) F Sig. Post Hoc
Mean (SD) Mean (SD) Mean (SD)
Gamification
Engagement
2931.82
(3500.26)
10704.76
(3926.70)
38727.09
(20421.00) 70.11 0.000*** H>M>L
Learning
Outcomes
69.73
(8.05)
80.70
(5.08)
91.09
(5.08) 70.36 0.000*** H>M>L
† p < .1 * p < .05 **p < .01 ***p < .001.
H2: The students’ perception of how the gamification system motivates them will affect
their level of gamification engagement and learning outcomes.
The ANOVA results for H2 are shown in Table 4-7. There was a significant difference
between the level of students’ perception of motivation for the gamification engagement and
learning outcomes (F(2,83) = 3.50, p<0.05 for gamification engagement; F(2.83) = 11.11,
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p<0.01 for learning outcomes). A post-hoc analysis of the main effect also showed significantly
higher mean values of both gamification engagement and learning outcomes in the ‘High’ group
as compared to ‘Moderate’ and ‘Low’ groups, respectively. Thus, findings support Hypothesis 2.
Table 4-7 ANOVA analysis of Motivation for gamification engagement and learning outcomes
Motivation
Low (n=22) Moderate (n=42) High (n=22) F Sig. Post Hoc
Mean (SD) Mean (SD) Mean (SD)
Gamification
Engagement
9766.4
(13340.5)
15258.1
(15574.11)
23200.14
(22086.89) 3.50 0.035* H>M=L
Learning
Outcomes
73.4
(11.93)
81.8
(7.08)
85.25
(7.73) 11.11 0.000*** H>M=L
† p < .1 * p < .05 **p < .01 ***p < .001.
H3: The students’ perception of how often they keep track of game elements in the
gamification system will affect their level of gamification engagement and learning outcomes.
The differences in gamification engagement and learning outcomes by the level of
students’ interest in game elements were clear. The one-way ANOVA test at a significance level
of 0.05 revealed statistically significant differences in gamification engagement and learning
outcomes, respectively, by the level of students’ interest in game elements (F(2,83) = 11.617,
p<0.01 for gamification engagement; F(2.83) = 9.433, p<0.01 for learning outcomes) (Table
4-8). A post-hoc analysis revealed that the ‘high’ and ‘moderate’ group scores were significantly
higher than those of the ‘low’ group when comparing the adjusted mean for all three groups. The
significantly better score of the ‘high’ and ’moderate’ groups as compared with that of the ‘low’
group supports Hypothesis 3.
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Table 4-8 ANOVA analysis of Game Element for gamification engagement and learning
outcomes
Game Elements
Low (n=21) Moderate (n=44) High (n=21) F Sig. Post Hoc
Mean (SD) Mean (SD) Mean (SD)
Gamification
Engagement
8471.43
(7404.43)
12923.
3(14159.83)
29502.1
(23229.28) 10.99 0.000*** H=M>L
Learning
Outcomes
76.29
(9.16)
79.3
(9.27)
87.5
(7.52) 9.43 0.000*** H=M>L
† p < .1 * p < .05 **p < .01 ***p < .001.
H4: There is a significantly positive relationship students’ perceived effect of the
gamification system, the level of gamification engagement, and learning outcomes
Table 4-9 presents the correlation results among students’ perceived effect of the
gamification system, the level of gamification engagement, and learning outcomes. All factors
have significant correlation with gamification performance (p < 0.01), which supports
Hypothesis 4.
Table 4-9 Correlation results among gamification performance, the questionnaire results, and
learning outcomes (n=86)
Learning
Outcomes
Gamification
Engagement
Active
Learning Motivation
Game
Elements
Learning
Outcomes
Pearson
Correlation 1 - -
- -
Sig. (2-tailed) - - - - -
Gamification
Engagement
Pearson
Correlation .782 1 -
- -
Sig. (2-tailed) .000*** - - - -
Active
Learning
Pearson
Correlation .896 .781 1
- -
Sig. (2-tailed) .000*** .000*** - - -
Motivation
Pearson
Correlation .540 .439 .471 1 -
Sig. (2-tailed) .000*** .000*** .000*** - -
Game
Elements
Pearson
Correlation .645 .679 .600 .543 1
Sig. (2-tailed) .000*** .000*** .000*** .000*** - † p < .1 * p < .05 **p < .01 ***p < .001.
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4.3.5 Additional findings
In addition to the analyses related to the main research hypotheses, further analysis was
conducted. Table 4-10 presents the results of two-tailed paired t-tests between the gamification
group and the non-gamification group for active learning strategy perception. For most
questions, there were significant differences between the two groups. Except for Question 3, the
gamification group showed higher mean values.
Table 4-10 Results of two-tailed paired t-test
Website df Mean Std.
Deviation T Sig.(2-tailed)
d
Q1 G 86 3.79 0.975
2.96 0.004*** 0.40 N 86 3.430 0.790
Q2 G 86 3.512 1.186
1.69 0.095† 1.23 N 86 2.244 0.853
Q3 G 86 3.465 1.145
-0.90 0.369 0.14 N 86 3.605 0.786
Q4 G 86 3.581 0.964
1.81 0.073† 0.29 N 86 3.302 0.959
Q5 G 86 3.826 0.910
2.09 0.039*
0.35
N 86 3.512 0.904
† p < .1 * p < .05 **p < .01 ***p < .001.
4.3.6 Frequency analysis
The result of frequency analysis indicated that 80% of students were motivated by
‘Ranking’ and ‘Score’ and 50% of students felt fun due to ‘Badges, ‘Feedback’, and ‘Avatar’.
Students chose ‘Ranking’ and ‘Score’ as the game elements to be retained in the new
gamification system. 23 % of students answered that all game elements need to be included in a
new gamification system, while 22% of students and 21% of students thought ‘Avatar’ and
‘Leaderboard’ were unnecessary, respectively.
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Figure 4-4 Results of frequency analysis for short answer question
Table 4-11 shows the results of frequency analysis for keywords. Suggestions regarding
‘Question’ were most frequent, followed by ‘Design’ and ‘Function.’ There were only 4 students
who suggested changes to ‘Game Elements.’
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Table 4-11 The results of frequency analysis for open ended question
Keyword Example Frequency
Question
“the questions reviewed by TA to check they are relevant to course material
and helpful,” “Have TA/professor also submit questions,” “should not have
same questions asked,” “Filter out questions,” “question filtering,” “It seemed
that it was tough to avoid students posting some repeated questions, so maybe
if the questions were sorted by topic it would be easier to see what has already
been posted, and avoid asking the same question,” “I would say this kind of
activities should include more chapters”
24
Website
Error “Many questions were cut off,” “score error” 8
Design
“the font should be made larger,” “have a better dashboard for the user,”
“Improve layout,” “improving the user interface would be a great way to
retain everything in a more engaging way,” “More interactive,” “It's annoying
to open a question one at a time and then having to leave feedback too,”
“Make the UI actually make sense (click buttons rather than text, etc.) and
don't shorten questions in the list view, show the whole thing,” “I believe the
activity was already good maybe make interface more modern”
19
Game
Element
“remove the ranking thing,” “top scorers discourage others,” “allow to upload
image to be used avatar” 4
Function
“Provide detailed explanation of how to earn points,” “Make the instructions,”
“provide help function,” “And adding a feature which allows you to contact to
TA/professor,” “make an interactive tutorial”
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4.4 Discussion
The purpose of this study was to investigate the effects of lab activity gamification on
students’ motivation, engagement, and learning outcome based on students’ performance and
students’ perspective. The research results indicated support for all hypotheses. In other words,
gamification had positive effects not only on students’ learning outcomes, but also on students’
learning satisfaction.
From hypotheses H1 and H4, we have concluded that the more that students have
positive perception of active learning in the gamification system, the higher the level of
gamification engagement and the higher the learning outcomes will be. Previous studies of
active learning that seek to increase student motivation suggest developing supporting
mechanisms to motivate students and thereby to increase student engagement (Chang et al.,
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2012; Umetsu et al., 2002; Fu‐Yun Yu et al., 2005). In this study, we have proven that
gamification can be used as a supporting tool for an active learning strategy to sustain students’
motivation. Furthermore, students’ perception of active learning had high and significant
correlation with gamification engagement (r = 0.781) and with learning outcomes (r = 0.896).
The two-tailed t-test results revealed that the gamification group showed higher mean values for
most questions regarding the active learning method as compared with the non-gamification
group. One question did not show a significant difference between the two groups, since the
main activities of question generation and question solving were exactly the same between the
two websites.
From hypotheses H2 and H4, we have concluded that students’ motivation was
positively associated with gamification engagement and learning outcomes. The result was
consistent with prior research, all of which indicated that gamification has a positive effect on
students’ motivation, engagement, and learning performance (de Freitas & de Freitas, 2013;
Iosup & Epema, 2014; O’Donovan, Gain, Marais, Donovan, & Marais, 2013).
From hypotheses H3 and H4, we showed the positive effects of game elements in a
gamification system on gamification engagement and learning outcome. Then we also explored
which game elements best motivated and facilitated the enjoyment of students. For motivation,
most students were extrinsically motivated. Among 78 students, 61 students selected game
elements such as ‘Ranking,’ ‘Score,’ or ‘Level’ which were directly related to their extra credit
in the course, while 17 students selected game elements such as ‘Badge,’ ‘Feedback,’ and
‘Avatar.’ These research results may be expected because the previous studies point out that one
of the shortcomings of gamification focuses on extrinsic motivation (Chin & Brown, 2002; FY
Yu & Liu, 2008). However, for the question regarding enjoyment, around 50% of students (22
for badges; 8 for feedback; 6 for avatar) responded that game elements that were not related to
reward facilitated their enjoyment. These results suggest that students’ extrinsic motivation can
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be converted into intrinsic motivation by using game elements such as badge and feedback to
increase their enjoyment as mentioned by previous studies (Bogost, 2011; Glover, 2013). For the
questions regarding which game element should be retained in the next gamification system,
'Ranking' was selected by the most students, followed by 'Score' and 'All of Them,' showing a
trend similar to that of the first question. In response to the first question, most students
answered no game element should be removed in the next gamification system, and ‘Avatar’ and
‘Leaderboard’ were the second highest response. One possible explanation is a large gap
between students on the leaderboard. Students may have recognized that it is impossible to
advance from their current position on the leaderboard.
In the open-ended question regarding their suggestion for the next gamification system,
24 students suggested changes related to questions. For example, students suggested covering
more topics to avoid repeated questions, sorting questions by topic, submitting questions written
by the TA/professor, and so on. 19 students and 16 students made suggestions regarding
‘Design’ and ‘Function,’ respectively. They requested improving the website’s overall usability
and adding ‘Help’ and ‘Tutorial’ functions.
In summary, the results of this study suggest that the application of gamification in
engineering lab activities as a supporting tool has a positive effect on students’ motivation,
engagement, and learning outcome based on the relationship between students’ performance and
students’ perspective. Although previous studies have shown the effects of gamification in an
educational setting, these prior studies only focused on either students’ performance or students’
satisfaction (Deci & Ryan, 1990; Denny, 2013; Domínguez Saenz-de-Navarrete, J., de-Marcos,
L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, 2013; Dong et al., 2012; Ryan & Deci,
2000b). In our research, we emphasize the consistency between students’ performance in and
subjective satisfaction with the gamification system by analyzing the level of gamification,
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learning outcomes, and questionnaire results. In addition, game elements such as ranking, score,
and badge can motivate students and make them feel that an educational activity is fun.
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Chapter 5
Investigating the Impact of Personality Traits and a User-Centered Design
Process in a Gamified Laboratory Context
5.1 Introduction
In this study we explored the role of students’ personality traits in the effects of
gamification in terms of motivation, engagement, and learning outcomes. We also explored how
to build an effective gamification system by applying the UCD process. We expect that this
study will be a crucial first step in documenting much significant information regarding how to
develop an effective gamification system. Thus, the following hypotheses were developed:
H1: The ease-of-use of the gamification website will increase students’ engagement in
gamification website activity.
H2: Different personality traits among students will lead to different levels of
gamification engagement and different learning outcomes.
H3: Different personality traits among students will yield different student self-
perceptions of (1) how the gamification system helps active learning, (2) how the
gamification system motivates them, and (3) how often they keep track of game
elements in the gamification system.
5.2 Pilot Experiment
5.2.1 Method
The pilot experiment is a usability test for the improvement of a gamification system.
The purpose of the UT is to identify the needs and the interaction problems for the users/students
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when they use the gamification system as a supporting tool for their learning. We used the
concurrent think-aloud method in which students were encouraged to “think out loud” while
using the gamification system. We then developed a new gamification system for this study
based on the results from UT. Finally, these two gamification systems were used for comparing
the effects of gamification in terms of motivation, engagement, and learning outcomes.
5.2.1.1 Participants and procedure
The UT was conducted in an on-campus lab with 5 participants (3 females, 2 males)
with an average age of 21 (SD: .71). The decision to conduct UT using 5 participants was based
on previous research in which it was reported that testing 5 users lets experimenters find almost
as many usability problems as testing many more users (J Nielsen & Landauer, 1993). We
recruited participants exclusively from among those students who had participated in
gamification activity for a previous study conducted in the fall semester of 2015, since the same
course materials were included in this gamification system (Kim, Rothrock, & Freivalds, 2018).
All participants were native speakers of English and received an incentive of $10 per hour for
their time. Each student volunteer was scheduled for a private, ninety-minute user session for the
study.
Participants were presented with an introduction to the study and were given the
opportunity to ask questions regarding the experiment. Consent was obtained prior to the start of
the experiment. There were two sections in the UT: (1) a predefined task and (2) a free task. In
the predefined task, there were 10 kinds of tasks regarding game elements and main activities
such as creating questions, searching the specific course material for answers to questions,
changing avatars, checking their/others’ ranking, and so on. In the free task, participants were
asked to engage in gamification as they normally do for 10 minutes. Audio recording was also
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used to capture participants’ voices during the experiment. After completing the UT,
participants’ verbal protocols were transcribed into verbatim text. We performed verbal protocol
analysis on the transcripts and decomposed each participant’s transcript into individual segments
to capture and represent single units of thought. Inter-rater reliability of the selected sentences,
as determined by Cohen’s kappa, ranged from .68 to .78. Since the purpose of this experiment is
to identify usability problems in the gamification system, the portions of each transcript that
were not related to usability problems were ignored. We identified usability problems from user
comments regarding confusion, misunderstandings, or difficulties the user experienced.
5.2.2 Results
Through detailed analysis of the transcripts, we identified a total of 25 unique usability
problems with 5 categories: (1) Design, (2) Navigation, (3) Game Element, (4) Main Activity,
and (5) Feedback. Table 5-1 shows an example and the number of detected problems in each
category. “Design problem” refers to a problem with the general design and layout including
content, font, color, placement, and images. A “Navigation problem” is a problem a user
encounters while navigating the website to complete the activities. “Game element problem”
refers to a specific problem regarding game elements such as avatar, badges, score, or ranking. A
“Main activity problem” is a problem a user encounters when creating and answering a question.
From these results, recommendations for modification of the website were developed. The
largest number of usability problems was identified in the category of Main Activity. For
example, 4 out of 5 participants failed to find specific types of questions that they wanted to
solve. 4 out of 5 participants commented that they wanted to resolve the question they had
answered incorrectly, but that there was no option to retry the question. In addition, 2 out of 5
participants failed to find the method to show the whole question when a lengthy question was
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truncated. 3 out of 5 participants complained of too many redundant questions. To solve these
problems, a question category, question sort function, retry function, remove redundant question
function, and video tutorial were added. The second largest number of usability problems was
about design. Since each participant had a different preference for design of the website
including font size, menu, and specific icon positions, color, etc. we made the gamification
website customizable in terms of design. Thus, a user, if he/she wants, can change font size,
menu, and specific icon positions, color, etc. Other comments were also applied to the
modification of the website. Figure 5-1 and Figure 5-2 provide examples of the website pre- and
post-modifications. In Figure 5-2, added functions are identified with a red rectangle.
Table 5-1 Summary of usability problems
Category Example
Number of
Usability
Problems
Design “Want to change the avatar position,” “Larger font,” “Place
shortcut on the right side” 6
Navigation
“Nothing happens when I click it. I guess there is a view my bad
ges tab. I can click it. I’m not sure anything is happening,” “No
way to contact to TA in here”
5
Game
Element
“No function on avatar,”
“Gonna click the view my badges tab, and I can see all the badge
s I have, but I am not sure what they mean”
3
Main Activity
“I am gonna hover over the view button. I guess i can’t really sea
rch for that question. They aren’t sorted by product,”
“You can't really tell what the question is about, what topic it is,”
“No information about correct answer if I submit wrong answer”
8
Feedback “It doesn’t tell me what the correct answer was so I’m not really
sure,” “Not really sure how many points each question is worth” 3
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Figure 5-1 Example pages from the pre-modification gamification system: (a) main page, (b)
question list page, and (c) a question response page
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Figure 5-2 Example of pages from the post-modification gamification system: (a) main page 1,
(b) main page 2, (c) question list page, (d) check answers page, (e) a question response page, and
(f) a question evaluation page.
5.3 Experiment
5.3.1 Method
One of the courses provided by the Department of Industrial and Manufacturing
Engineering at The Pennsylvania State University was chosen to collect the data for this study.
This course, Introduction to Work Design, is one of the largest classes in the department with
more than one hundred students and requires hands-on experiments within the integrated
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laboratory class. For the experiment, we used the gamification system developed in a previous
study (Kim et al., 2016). The main concept of gamification systems is “learning by teaching” in
which students generate their own multiple-choice questions (MCQs) regarding course materials
and solve the questions authored by classmates. Several game elements such as a badge system,
score, avatar, leaderboard, level, and feedback (notification) were included to increase students’
motivation and engagement in this system.
5.3.1.1 Participants and procedure
The experiment was conducted in the fall semester of 2016 with 62 students (25
females, 37 males) with an average age of 20.51 (SD: .70). Participating students self-selected
from among 105 students enrolled in the course. We used two types of gamification systems: an
Initial Version (IV) and a User Centered Designed Version (UCD). 50 of the 62 students were
already familiar with game elements. 32 students regularly played the game, while 30 students
did not play the game at all. There were 5 lab sections in this course with up to 24 students in
each section. This course was selected for this study because it is a first level junior course
required for all undergraduate students in the department. Students who volunteered to
participate in this activity were assigned to the IV or UCD group based on lab section. Students
in sections 1, 3, and 5 were assigned to the IV group at the first phase and UCD group at the
second phase. The students from sections 2 and 4 were placed in groups opposite that of the
other students during each respective phase. Among the eleven lab materials, we selected three
for the first phase: Biomechanical Analysis of Lifting, Cumulative Trauma Disorders (CTD),
and Screwdriver Design. For the second phase, we selected one lab material: Time Study.
Students who participated in this study received extra credit up to 2.5% of their final grade for
each phase in which they participated based on their performance in gamification activity as
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summarized in Table 5-2. For students who did not participate in this study, we provided another
extra credit option in order to avoid equity issues.
Table 5-2 Summary of extra credit for participating in this study
Extra Credit
Sign up Extra Credit .5%
Minimum Requirement Extra Credit (3Q + 15 A) 1.0%
Additional Extra Credit only if students were ranked in the top 5% 1.0%
We introduced the gamification website and detailed information about this study
including its background and purpose to students in the second week (first lab) of the semester.
Students who were voluntarily willing to participate in this study were asked to sign a written
consent form and were given the opportunity to ask questions regarding the experiment. They
were also asked to complete the International Personality Item Pool (IPIP) questionnaire and the
general knowledge test. In addition, they had practice time for gamification activities such as
authoring questions and answering questions created by their classmates. The first phase took
place from the 5th week of the semester to midterm (through week 8). During the first phase,
students could conduct the gamification activities as frequently as they wanted, but were limited
to creating no more than 5 questions per day and answering no more than 15 questions per day.
The week after midterm, students were asked to complete a questionnaire on their perspectives
on and satisfaction with gamification activities. From the 13th week through final exams (week
16), the second phase of this study was conducted using the same procedure as the first phase
with students moved into the group opposite that to which they belonged in the first phase.
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5.3.1.2 Measurement
Gamification activities
Students’ gamification activities were measured using two type of gamification systems:
IV and UCD. In these gamification systems, students were asked to create their own questions
regarding lab materials and answer the questions created by other students during the 8 weeks of
the combined first and second phases (4 weeks per phase). Students received points whenever
they created their own question and when they answered a question created by another student
correctly. Students received 300 points whenever they created a question. When students
answered a question, they were also asked the evaluation question “Do you agree with correct
answer.” If this question received more “Yes” than “No” responses from other students, the
author of the question received an additional 200 points. Students received up to 500 additional
points based on the average quality of their question as evaluated by their classmates on a scale
from 1 to 5. Therefore, students could achieve a maximum score of 1000 points per question.
Students also received 200 points for answering a question correctly and zero points for
answering incorrectly. The detailed algorithm is shown in Table 5-3. Students’ scores were then
used to determine level and ranking for competition between the students. The gamification
systems also included a limitation function that prevented students from completing all of the
required contributions in one day: Students could not create more than 5 questions per day or
answer more than 15 questions per day. More detailed information on the gamification websites
is available in a previous study (Kim et al., 2018).
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Table 5-3 Score algorithm in gamification systems
Creating a question Points Answering a question Points
Basic score 300 Correct answer 200
Feedback score 0 or 200 Wrong answer 0
Quality score Up to 500
Questionnaire for students’ perception of the effects of gamification, active learning, and
motivation
A questionnaire developed in a previous study conducted by Kim et al. (2018) was used
to measure each student’s perceptions of (1) how the gamification system helps active learning,
(2) how the gamification system motivates them, and (3) how often they keep track of game
elements in the gamification system. This questionnaire consisted of 13 items ranked on a 5-
point Likert scale, from 1 (never or strongly disagree) to 5 (always or strongly agree). Students
were asked to complete this questionnaire after each phase. The previous study showed the
following Cronbach alpha coefficients: Active learning .90, Game elements .84, and Motivation
.80. Cronbach alphas in the current study were: Active learning .901, Game elements .813, and
Motivation .831, indicating very good internal consistency.
Questionnaire for personality traits
Students’ personality traits were estimated by the 50-question version of the Big Five
factor lexical structure, which is part of the International Personality Item Pool (IPIP) (Goldberg,
1992). This questionnaire was selected because of its convenient availability and ease of
administration, and because it is a widely accepted and utilized source of various personality
scales. The five factor components are extroversion, agreeableness, conscientiousness,
neuroticism, and openness to experience. Each factor was measured by ten items with a 5-point
Likert scale. The original alpha coefficients were: extraversion .87, agreeableness .82,
conscientiousness .79, neuroticism.86, and openness to experience .84, suggesting good to very
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good internal consistency (Goldberg, 1992). In this study, Cronbach alphas were: extraversion
.75, agreeableness .71, conscientiousness .68, neuroticism .72, and openness to experience .78,
suggesting acceptable internal consistency in all factors except for conscientiousness.
5.3.1.3 Data analysis
Statistical Package for Social Sciences (SPSS) was used to perform all the statistical
analyses including a paired t-test and correlation analysis. The paired t-test was used to evaluate
hypothesis H1 and the correlation analysis was performed for hypotheses H2 and H3. Learning
outcomes can be defined as the difference between the pre-test score and exam score.
Gamification engagement refers to the score in the gamification system based on the algorithm
described previously.
5.3.2 Results
H1: The ease-of-use of the gamification website will increase students’ engagement in
gamification website activity.
The results of a two-sample t-test for website activities, including the number of
questions authored, the number of answers submitted, and the number of distinct days of activity
between both websites for each phase are shown in Table 5-4. Distinct Days refers to the number
of days on which a student was active on the assigned website, either creating or answering at
least one question. The number of questions authored by students was not significantly different
between the two groups in either phase. However, students in the UCD group answered
significantly more questions than those of the IV group in both phases (first phase: t (35) = -
2.89, p = .007; second phase: t (58) = -1.94, p = .058). Finally, the number of distinct days and
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the number of badges showed a significant difference between the two groups for both phases
with a higher mean value in the UCD group (Distinct Days: first phase: t (39) = -4.06, p < .001,
second phase: t (59) = -5.60, p < .001; Badges: first phase: t (37) = -3.82, p = .001, second
phase: t (57) = -6.20, p < .001). Additionally, the students’ preferences between IV and UCD
systems were investigated as shown in Figure 5-3. 38 out of 62 students (61.29%) answered that
the UCD system was more helpful for learning, 42 students (67.74%) answered that the UCD
system better motivated them to participate, and 43 students (69.35%) answered that the UCD
system increased their enjoyment of the website. Overall, 47 students out of 62 (75.80%)
preferred to use the UCD system. These results provide convincing evidence that the ease-of-use
has a positive effect on increasing the level of engagement for gamification website activity,
resulting in acceptance of Hypothesis 1.
Table 5-4 The summary of gamification activities between two groups for both phases
Activity Website 1st Phase 2nd Phase
N Mean(SD) P Value d N Mean(SD) P Value d
Number of
Questions
IV 38 5.45(3.76) .182 -.4
23 7.52(7.64) .983 -.01
UCD 24 7.46(6.58) 39 7.56(7.25)
Quality of
Questions
IV 38 2.30(1.19) .019* -.61
23 3.18(.55) .36 -.07
UCD 24 3.00(1.06) 39 3.15(.35)
Difficulty
of
Questions
IV 38 1.15(.57)
<.001*** -.88
23 1.88(.22)
<.001*** 1.46 UCD 24 1.64(.53) 39 1.51(.27)
Number of
Followers
IV 38 3.42(4.55) .17 -.34
23 1.61(2.81) .054† -.44
UCD 24 2.04(3.25) 39 3.82(6.00)
Number of
Answers
IV 38 21.08(15.81) .007** -.82
23 38.96(22.48) .058† -.23
UCD 24 36.96(23.83) 39 54.23(44.00)
Number of
Comments
IV 38 6.87(9.98) .247 -.32
23 15.39(30.40) .24 .4
UCD 24 10.42(12.49) 39 7.56(8.82)
Number of
Distinct Days
IV 38 13.61(3.18) <.001*** -.1.12
23 15.13(2.51) <.001*** -1.28
UCD 24 17.63(4.14) 39 20.18(4.58)
Number of
Badges
IV 38 5.58(2.50) .001*** -.108
23 5.35(2.57) <.001*** -.15
UCD 24 8.75(3.55) 39 10.18(3.53) † p < .1 * p < .05 **p < .01 ***p < .001.
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Figure 5-3 Results of students’ preferences between IV and UCD systems
H2: Different personality traits among students will lead to different levels of
gamification engagement and different learning outcomes.
Table 5-5 shows the correlation results among students’ personality traits, their level of
gamification engagement, and learning outcomes. There was a positive correlation between the
level of gamification engagement and learning outcomes (r = .68). For the level of gamification
engagement, all personality traits except for agreeableness showed significant relationships.
While extraversion, conscientiousness, and openness to experience were positively correlated
with the level of gamification engagement with r values of .44, .56, and .22 respectively (p < .1
and p < .05), neuroticism negatively correlated with the level of gamification engagement with r
values of -.41 (p < .05). Learning outcomes displayed a similar trend. There was positive
correlation between conscientiousness and learning outcomes with an r value of .59 (p < .05).
However, a negative correlation was identified between neuroticism and learning outcomes with
an r value of -.43 (p < .05). These results support Hypothesis 2.
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Table 5-5 Correlation results among gamification engagement, learning outcomes, and students’
personality traits (n=62)
1 2 3 4 5 6 7
1. Gamification
Engagement
Pearson
Correlation 1 - - - - - -
Sig. (2-tailed) - - - - - - -
2. Learning
Outcomes
Pearson
Correlation .68 1 - - - - -
Sig. (2-tailed) <.001*** - - - - - -
3. Extraversion
Pearson
Correlation .44 .19 1 - - - -
Sig. (2-tailed) <.001*** .132 - - - - -
4. Agreeableness
Pearson
Correlation .05 .12 .1 1 - - -
Sig. (2-tailed) .721 .354 .44 - - - -
5.
Conscientiousness
Pearson
Correlation .56 .59 .37 .18 1 - -
Sig. (2-tailed) <.001*** <.001*** .002** .172 - - -
6. Neuroticism
Pearson
Correlation -.41 -.43 -.33 -.18 -.18 1 -
Sig. (2-tailed) .001*** .001** .008** .172 .16 - -
7. Openness to
experience
Pearson
Correlation .22 .26 .19 .17 .26 -.03 1
Sig. (2-tailed) .09† .039* .13 .183 .044* .818 - † p < .1 * p < .05 **p < .01 ***p < .001.
H3: Different personality traits among students will yield different student self-
perceptions of (1) how the gamification system helps active learning, (2) how the gamification
system motivates them, and (3) how often they keep track of game elements in the gamification
system.
The relationship between students’ personality traits and students’ perceptions of active
learning, motivation, and game elements was investigated using the Pearson correlation
coefficient. The results of this analysis can be seen in Table 5-6. For students’ perception of
active learning and game elements, there were significantly positive correlations with two
personality dimensions: extraversion and conscientiousness (p < .1 and P <.01). Students’
perception of motivation showed significantly positive correlation (p < .1, P < .01, and P < .001)
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with extraversion, agreeableness, and conscientiousness. Neuroticism showed significantly
negative correlation (p < .05 and P < .01) with students’ perception of all factors.
Table 5-6 Correlation results between the questionnaire results and students’ personality traits
1 2 3 4 5 6 7
1.
Active Learning
Pearson
Correlation 1 - - - - - -
Sig. (2-tailed) - - - - - -
2. Game elements
Pearson
Correlation .457 1 - - - - -
Sig. (2-tailed) <.001*** - - - - -
3. Motivation
Pearson
Correlation .545 .399 1 - - - -
Sig. (2-tailed) <.001*** .001** - - - - -
4. Extraversion
Pearson
Correlation .224 .223 .336 1 - - -
Sig. (2-tailed) .080† .082† .008** - - - -
5. Agreeableness
Pearson
Correlation -.080 .137 .221 .100 1 - -
Sig. (2-tailed) .535 .288 .085† .440 - - -
6.
Conscientiousness
Pearson
Correlation .387 .242 .453 .307 .180 1 -
Sig. (2-tailed) .002** .058† <.001*** .002** .172 - -
7. Neuroticism
Pearson
Correlation -.294 -.319 -.335 -.330 -.180 -.180 1
Sig. (2-tailed) .020* .011** .008** .008** .172 .160 -
8. Openness to
experience
Pearson
Correlation -.049 .055 .146 .190 .170 .260 -.030
Sig. (2-tailed) .706 .674 .257 .130 .183 .044** .818 † p < .1 * p < .05 **p < .01 ***p < .001.
5.3.3 Discussion
This study was to investigate (1) how to develop an effective gamification system by
applying the UCD process in the development of that gamification system and (2) the role of
students’ personality traits in the effects of gamification in terms of motivation, engagement, and
learning outcomes as based on students’ performance and perspective. Overall, the results of the
data analysis demonstrate support for all hypotheses. Applying the UCD process had a positive
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effect on building an effective gamification system based on the result from H1. However, there
was no significant difference in the number of questions between the two groups. A possible
explanation for this finding may be the fact that most modifications for main activities through
UT are associated with answering questions, not creating questions. Thus, there was no
significant improvement regarding creating questions. There were, on the other hand, significant
differences in the number of answers between the two groups in both phases, with the higher
number of answers submitted to the UCD website in both phases. Furthermore, the number of
distinct days, which represents the overall students’ engagement in the gamification system,
indicated that students in the UCD groups accessed the gamification system significantly more
frequently than students in the IV groups. Thus, we have concluded that the UCD process can be
used for developing an effective gamification system by having the users participate in the
development process.
Regarding H2, the results of the data analysis demonstrate a number of relationships
between students’ personality traits, gamification engagement, and learning outcomes. The first
relationship was identified as follows: the more extroverted students are, the higher the level of
their gamification engagement. Since extraversion is a personality trait that can be characterized
by sociability, outgoingness, assertiveness, and high amounts of emotional expressiveness, it
follows that a leaderboard, ranking, score, and badges in gamification can be motivating to a
student who is more extroverted. This result is consistent with prior research (Buckley & Doyle,
2017; Jia, Xu, Karanam, & Voida, 2016). In the second relationship identified,
conscientiousness is positively correlated to both gamification engagement and learning
outcomes. Since features of conscientiousness include high levels of thoughtfulness, with good
impulse control, goal-directed behaviors, and precision, this finding was unexpected, as it shows
the opposite results of a previous study conducted by Buckley and Doyle (2017). They suggest
the following three reasons as explanation for a negative relationship between conscientiousness
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and gamification engagement: (1) the unstructured, chaotic, competitive nature of gamification,
(2) cognitive dissonance between play and work, and (3) no definitely correct way to solve a
problem. However, the gamification system used in the present study is a structured format with
main activities that can be solved in definitely correct ways. Furthermore, creating questions that
require higher-order cognitive skills and answering such questions are commonly considered
means of exam preparation. Thus, these features in current gamification systems enable the more
conscientious students to be more engaged as compared with other students, leading to better
learning outcomes.
In the literature, several studies demonstrated the positive relationship between
conscientiousness and learning outcomes (Komarraju et al., 2009; Noftle & Robins, 2007;
Wagerman & Funder, 2007). For example, Noftle and Robins (2007) reported that
conscientiousness is the strongest predictor of academic performance among five personal trait
items. Wagerman & Funder (2007) confirmed this finding, showing conscientiousness to be a
predictor of college performance as indexed by both freshman GPA and senior GPA. The third
identified relationship is that neuroticism negatively affects gamification engagement and
learning outcomes, respectively. Students who are high in neuroticism tend to experience
emotional instability, anxiety, moodiness, and irritability, leading to lower engagement in
gamification activity and lower learning outcomes. A number of studies have suggested that
there is a negative relationship between neuroticism and academic performance, as shown in our
study (Chamorro-Premuzic & Furnham, 2003; Petrides, Chamorro-Premuzic, Frederickson, &
Furnham, 2005; Vedel, 2014). One potential main reason is that students who are higher in
neuroticism tend to experience anxiety and stress, impairing their performance (Petrides et al.,
2005). Furthermore, the leaderboard, score, and ranking system in gamification websites can
cause quite competitive behavior, which can lead to negative emotions and lower academic
performance in students. The results of the present study regarding neuroticism and gamification
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were consistent with previous research (Buckley & Doyle, 2017; Chamorro-Premuzic &
Furnham, 2003). The last relationship identified in this study was a positive correlation between
openness to experience and the level of gamification engagement. Since one of the
characteristics of this trait is to have a broad range of interests, it is not a surprising result. This
result is not consistent with a previous study conducted by Jia et al. (2016), but that study only
measured for individual game elements, identifying a negative relationship between openness to
experience and a single game element (avatar).
With respect to hypothesis H3, the results of the data analysis demonstrate very similar
relationships with the results from hypothesis H2. In summary, the perception of active learning
in the gamification activity was positively correlated with three personality traits including
extraversion, conscientiousness, and openness to experience. This result may offer a possible
explanation for the relationship between personality traits and gamification engagement. The
students who were high in extraversion, conscientiousness, and openness to experience
perceived gamification activities as active learning, which resulted in their greater engagement
in gamification activities. Two personality traits, extraversion and conscientiousness, correlated
positively with both the frequency with which students kept track of game elements in the
gamification system and with students’ perception of how well the gamification system
motivates them. Furthermore, there was a negative relationship between neuroticism and
students’ perception of how often they kept track of game elements in the gamification system.
This is because moderate neuroticism can be beneficial and motivating, whereas too much can
cause adverse effects. The game elements such as ranking, score, and leaderboard, which were
the highest contributing factors to quiet competition between students, may prompt negative
emotions that lead to lower performance.
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Table 5-7 Stepwise regression analysis of gamification engagement against the Big Five factors
B SE Beta t p-value
Constant -15878.731 9127.194 -1.740 .084†
Extraversion 8852.312 1747.957 .354 5.064 .000***
Conscientiousness 4134.009 1207.881 .238 3.423 .001**
Neuroticism -4930.385 1575.257 -.211 -3.130 .002** † p < .1 * p < .05 **p < .01 ***p < .001.
In regards to the predictability of students’ engagement in gamification activity based on
their personality attributes, a stepwise multiple regression approach was conducted by treating
the Big Five factors as the predictor variables and the gamification engagement variables as
dependent variables. The result is summarized in Table 5-7 above. The findings indicated that
the combination of personality variables accounted for 28.8% of variance in gamification
engagement, R = .537, generating a statistically significant model, F (3,161) = 21.339, p < .001.
Within the model, greater levels of extraversion and conscientiousness significantly predicted
more engagement in gamification activity, whereas greater levels of neuroticism predicted lower
engagement in gamification activity.
In summary, the key result of the current study is that the effects of gamification in
terms of motivation, engagement, and learning outcome based on students’ performance and
students’ perspectives vary depending on individual attributes. In addition, we suggest that
gamification developers apply UCD in the development process in order to make gamification
more effective.
Although this study expands our knowledge of the role of personality and UCD on the
effect of gamification as a supporting tool among university students, it is still subject to some
limitations. Since we used a specific gamification system as a unitary whole, we did not cover
how particular elements such as score, badges, level, ranking, leaderboard, etc. might influence
students’ motivation and learning outcomes. Thus, further studies are needed to investigate the
impact of each game element on students’ motivation and learning outcomes. Another limitation
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of this study is that we did not cover the effect of gamification on students’ intrinsic and
extrinsic motivation. In the literature and in this study, most gamification systems used are
reward-based, awarding students points or badges whenever they complete a predefined task.
However, some researchers have critiqued reward-based gamification, arguing that it cannot
increase intrinsic motivation and fails to change students’ behavior. Without empirical evidence,
it is still not clear what effect these mostly reward-based gamification systems have on intrinsic
motivation and how exactly they affect motivation. Thus, our future study will explore this
problem by analyzing students’ motivation based on self-determination theory and self-efficacy.
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Chapter 6
Explore the relationship between gamification and motivation through the
lens of self-determination theory (SDT)
6.1 Introduction
This study investigated in detail the relationship between gamification and motivation
through the lens of self-determination theory (SDT). In addition, because maintaining student
motivation from the beginning to the end of the learning process is a major concern in higher
education, we determined whether gamification can maintain student motivation from the
beginning to the end of the semester. In this study, we hypothesized the following:
H1: Gamification can maintain the student’s motivation over the course of the semester.
H2: Gamification has a significantly positive relationship with autonomous motivation.
H3: Gamification has a significantly positive relationship with controlled motivation.
H4: Gamification has a significantly negative relationship with amotivation.
H5: Gamification has a significantly positive relationship with learning outcomes.
H6: Autonomous motivation has a significantly positive relationship with learning
outcomes.
H7: Controlled motivation has a significantly negative relationship with learning
outcomes.
H8: Amotivation has a significantly negative relationship with learning outcomes.
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6.2 Method
6.2.1 Participants and procedure
The experiment was conducted in the fall semester of 2016 and 2017 with 148 students
(63 in 2016, 59 in 2017) with an average age of 20.33 (SD: .76). Data were collected from
students enrolled in the required introductory human factors course, a third-year undergraduate
IE course. The course was offered in a traditional face-to-face classroom environment. Students
who participated in this study received extra credit up to 2.5% of their final grade for each phase
in which they participated based on their performance in gamification activity as summarized in
Table 6-1. For students who did not participate in this study, we provided another extra credit
option in order to avoid equity issues.
Table 6-1 Summary of extra credit for participating in this study
Extra Credit
Sign up Extra Credit .5%
Minimum Requirement Extra Credit (3Q + 15 A) 1.0%
Additional Extra Credit only if students were ranked in the top 5% 1.0%
Participants were first introduced the purpose of this study and gamification website by
watching the instruction video in the second week (first lab) of the semester. They were asked to
complete the general knowledge test and they had practice time for gamification activities such
as authoring questions and answering questions created by their classmates. The first phase took
place from the 5th week of the semester to midterm (through week 8). During the first phase,
students could conduct the gamification activities as frequently as they wanted but were limited
to creating no more than 5 questions per day and answering no more than 15 questions per day.
The week before midterm (week 7), students were asked to complete a questionnaire on their
motivation. From the 13th week through final exams (week 16), the second phase of this study
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was conducted using the same procedure as the first phase. The second questionnaire ware
collected on the week before final exam (week 15).
6.2.2 Measurement
6.2.2.1 Gamification
Students’ gamification activities were measured. Whenever, students create their own
questions regarding lab materials and answer the questions created by other students, they
received the points. The specific point algorithm is shown in Table 6-2. Students’ scores were
then used to determine level and ranking for competition between the students. More detailed
information on the gamification websites is available in a previous study (Kim et al., 2018).
Table 6-2 Score algorithm in gamification systems
Creating a question Points Answering a question Points
Basic score 300 Correct answer 200
Feedback score 0 or 200 Wrong answer 0
Quality score Up to 500
6.2.2.2 Questionnaire for students’ motivation.
While there are various instruments that can allow for the operationalization of intrinsic
and extrinsic motivation, Amotivation is assessed solely by the AMS (Vallerand et al., 1992).
Whereas the original AMS was designed as a global measure of academic motivation, it was
modified to the HF course context in this study. The AMS consists of seven subscales, each of
which is assessed with four items on a seven-point Likert scale on the continuum of 1 = does not
correspond at all to 7 = corresponds exactly: IM–to know, IM–toward accomplishment,
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IM–to experience stimulation, EM–identified, EM–introjected, EM– external regulation
and Amotivation. The Original AMS showed the good reliabilities (Cronbach’s alpha ranging
from 0.63 to 0.86 for different subscales), validity (Normal Fit Index = 0.93) and repeatability
(one-month test-retest correlation was r = 0.79) (Vallerand et al., 1992). In this study, we used
the variables Autonomous Motivation (AM), Controlled Motivation (CM) and
Amotivation based on the previous studies (Grolnick & Ryan, 1987; Herath, 2015;
Vansteenkiste, Zhou, Lens, & Soenens, 2005) . AM represent a measure of the amount of self-
determined motivation meaning the motivation which came from within the student. AM was
calculated by summing up the average scores on intrinsic motivation and identified regulation
subscales of the AMS. CM was a measure of motivation which originated outside of the
individual, meaning that it was determined by external factors or reasons. CM was calculated by
summing up the average scores on introjected and external regulation subscales of the AMS.
6.2.2.3 Learning outcome
Students’ learning outcome was measured based on the grades obtained in the course.
Although Rovai et al. (2009) argued that using grades to operationalize learning may not always
provide the best results, grades give a more objective measure than self-reported measurement
and are the most prevalent measure of cognitive learning outcomes (Dumont, 1996; Hiltz
&Wellman, 1997). In this study, we used the general knowledge test score, midterm score and
final exam score in order to normalize the grade. For the first phase, the normalized grade is the
difference between general knowledge test score and midterm score and, for the second phase,
the normalized grade is the difference between general knowledge test score and final exam
score.
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6.2.3 Data analysis
Statistical Package for Social Sciences (SPSS) and Amos were used to perform all the
statistical analyses including a paired two sample t-test, two sample t-test and structural equation
modeling. The two sample t-test was used to compare the two difference semester data in terms
of gamification activity, learning outcome. The paired two sample t-test was use to evaluate
hypothesis H1. Finally, the H2 to H8 were tested using SEM.
6.3 Results
We compared the Students’ exam scores (general knowledge, midterm and final) and
gamification activities, including the number of questions authored, the number of answers
submitted, and the number of distinct days of activity between two semesters (2016 Fall and
2017 Fall). For two semesters, all experiment setting was the same conditions only except the
instructor and students. The results are shown inTable 6-3 and Table 6-4. There is no significant
difference in students’ general knowledge score between two semesters (t (81) = 1.184, p =
.281). For student’s learning outcomes such as midterm and final exam score, there is no
significant difference between two semesters (Midterm: t (81) = -1.497, p = .146, Final t (81) = -
.776, p = .440). For gamification activities, even though there is a significantly different for
difficult of question between two semesters at second phase (t (96) = -4.90, p = <.01), overall the
main activity such as the number of question and answer were not significant difference between
two semesters. Thus, we combined all data from two semesters for further hypothesis testing.
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Table 6-3 Students’ exam scores of two semester
Grade Semester N Mean(SD) P Value
general knowledge test score 2016 24 34.58(11.41)
.281 2017 59 31.69 (9.50)
Midterm exam score 2016 24 79.08 (10.89)
.146 2017 59 82.59 (5.72)
Final exam score 2016 39 82.72(7.92)
.440 2017 59 87.33 (5.69)
Table 6-4 The summary of gamification activities between two groups for both phases
Activity Year 1st Phase 2nd Phase
N Mean(SD) P Value d N Mean(SD) P Value d
Number of
Questions
2016 24 7.46(6.58) .385 .25
39 7.56(7.25) .582 .11
2017 59 6.24(2.44) 59 8.25(5.11)
Quality of
Questions
2016 24 3.00(1.06) .337 .26
39 3.15(0.35) .076† .36
2017 59 3.22(0.56) 59 3.01(0.41)
Difficulty of
Questions
2016 24 1.64(0.53) .217 .34
39 1.51(0.27) < 0.01** 1.02
2017 59 1.79(0.32) 59 1.80(0.30)
Number of
Followers
2016 24 2.04 (3.25) .542 .14
39 3.82(6.00) .117 .35
2017 59 2.46(2.61) 59 2.20(2.43)
Number of
Answers
2016 24 36.96 (23.83) .170 .30
39 54.21(43.97) .848 .04
2017 59 46.47 (37.11) 59 56.15(52.23)
Number of
Comments
2016 24 10.42(12.49) .528 .14
39 7.56(8.82) .459 .16
2017 59 8.90(8.66) 59 6.41(4.95)
Number of Distinct
Days
2016 24 17.63(4.14) .074† .38
39 20.18(4.58) .495 .15
2017 59 15.31(7.41) 59 21.02(6.67)
Number of Badges 2016 24 8.75(3.55)
.458 .18 39 10.18(3.53)
.348 .2 2017 59 8.07(3.86) 59 9.36(4.63)
† p < .1 * p < .05 **p < .01 ***p < .001.
H1 Gamification can maintain the student’s motivation over the course of the semester.
Paired t- test was conducted on all of the motivational measures. Table 6-5 shows the
mean and standard deviation for IM, CM and AM. In general, students’ levels of motivation did
not decrease over time. To be specific, there was significantly increase in students’ IM and no
difference in students’ CM. However, students’ AM significantly declined over the course of the
semester.
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Table 6-5 Mean and standard deviation for AM, CM and amotivation
Motivation Time 1 Time 2
Mean SD Mean SD
AM 4.81 0.89 4.98 1.07
CM 5.20 0.71 5.31 0.83
Amotivation 3.27 1.51 2.94 1.50
6.3.1 Structured model evaluation
To test from H2 to H8, Hypothesis testing was conducted using structural equation
modeling (SEM). The reliabilities of dimensions in this study (Table 6-6) ranged from 0.75 to
0.933, which is higher than the 0.7 threshold for each dimension of Cronbach’s alpha. The
average variance extracted (AVE) ranged between 0.61 and 0.7 being larger than 0.5. This study,
therefore, satisfies the reliability and validity conditions.
Table 6-6 Reliability testing
Variables Cronbach’s alpha
IM to know 0.767
IM accomplishment 0.769
IM stimulation 0.768
EM-identified regulation 0.750
EM-introjected regulation 0.752
EM-external regulation 0.773
Amotivation 0.933
AM 0.751
CM 0.753
IM intrinsic motivation, EM extrinsic motivation AM autonomous motivation, CM controlled motivation
The correlations between the different variables were as follows (see Table 6-7):
Amotivation was significantly negatively correlated with all other variables. AM and CM were
significantly positively correlated which was expected as it had been observed in earlier studies
(Vansteenkiste et al. 2005). For learning outcome and gamification were significantly positively
correlated with AM and CM.
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Table 6-7 The correlations between the different variables
Amotivation AM CM Learning Outcome
AM -0.439*** CM -0.201** 0.614***
Learning Outcome -0.326*** 0.439*** 0.238** Gamification -0.317*** 0.438*** 0.252** 0.57***
AM autonomous motivation, CM controlled motivation † p < .1 * p < .05 **p < .01 ***p < .001.
The result of structural equation model analyses is depicted in Figure 6-1 and an
acceptable fit to the data: 𝜒2(df = 18, N = 166) = 25.738, p = .106, GFI =.971, RMSEA =.049,
CFI = .992, AGFI = .926 and SRMR = 0.042. However, both the path from CM and
Amotivation to learning outcome were not significant. The estimated model appears in Fig. 2
with path coefficients included. The total variance R2 values for AM, CM, Amotivation and
learning outcome were 21.8, 7.5, 10, and 39% of the variance, respectively. Based on the
structural model analysis, the results showed that gamification activity had a significant positive
influence on AM (β =.467, p<0.001) and CM (β = .273, p<0.001) and negative influence on
Amotivation (β = -.317, p<0.001). It also found that gamification activity had a significant
positive influence on learning outcome (β = .431, p<0.001). Finally, AM had a significant
positive influence on learning outcome (β = .295, p<0.01).
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Figure 6-1 Structural equation model depicting relationship between gamification, motivation,
and performance
6.4 Discussion
This study was designed to test (1) a hypothesis that gamification can maintain student
motivation over the course of the semester and (2) a hypothesized model in which gamification
would positively affect the intrinsic and extrinsic motivation, but negatively affect the
amotivation, and would in turn positively affect academic performance. Overall, the results of
the data analysis demonstrate support for all hypotheses.
Regarding H1, in literature, the previous studies showed that students’ levels of
motivation decreased over time (Brouse, Basch, Leblanc, McKnight, & Lei, 2010; Nilsson &
Warrén Stomberg, 2008; Zusho et al., 2003). For example, Zusho et al. (2003) assessed at three
time points over a semester for the students motivation with 458 students enrolled in
introductory college chemistry classes. They found a declined in students’ motivation including
104
self-efficacy, task value and goal of the performance. Nilsson & Warrén Stomberg (2008) also
found same trend in student’s decreased motivation for nursing students in Sweden. However,
our result showed that the students motivations such as intrinsic and extrinsic motivation did not
decrease over the time, which implies that gamification play a role in medicate factors to
maintain the student’s motivation during the semester. Furthermore, students’ amotivation was
significantly decreased over time. Theoretically, those with high levels of amotivation would be
more likely to engage in negative behaviors as they would be more likely to be disengaged and
unattached to learning (Larson, 2000). Thus, I suggest that Applying gamification as a
supporting tool in learning environment may be the answer to change student’s behavior by
change amotivation to extrinsic or intrinsic motivation.
Regarding from H2 to H8, I found that the gamification engagement is positively
associated with autonomous and controlled motivations as well as student’s performance, but it
is negatively associated with amotivation. It is expected that gamification engagement is
positively related to controlled motivation since our gamification system used are reward-based,
awarding students points or badges whenever they complete a predefined task. For example,
whenever students create their own question or answering the question created by other
classmates, they received the point which used for the calculation of ranking. The previous
studies on gamification in education showed the same trend with our results (Denny, 2013;
Goehle, 2013; Hamari, 2017; Li, Grossman, & Fitzmaurice, 2012). For the relationship between
gamification engagement and autonomous motivation, it is an unexpected result because our
gamification is reward based system exposure to critiquing as diminishing students’ intrinsic
motivation based on the CET. One possible explanation is that even though students started to
participate in gamification activity due to the reward which is related controlled motivation, the
students’ extrinsic motivation were converted into intrinsic motivation by feeling enjoyment
from some game element such as badge, point and feedback during the gamification activity.
105
This results already found in the result from previous experiment. Thus, I expect that reward
base gamification can promote not only to increase student’s extrinsic, but also to increase
student’s intrinsic motivation resulted in change the student’s behavior. Autonomous motivation
also had a significant impact on students learning effect. This result echo previous researches
which found that the intrinsic motivation is positively related to students’ academic achievement
(Guay, Ratelle, & Chanal, 2008; Herath, 2015; Lin, McKeachie, & Kim, 2001). This is because
if the students feel competent when learning, they will experience an increase in autonomous
academic motivation which will, in turn, make them achieve higher scores on their exam.
However, there is a negative relationship between controlled motivation and learning outcomes
as shown in the previous research (Vansteenkiste et al., 2010). Finally, I support that
gamification engagement is positively associated with students learning outcomes. Even though
there were mixed results about the effect of gamification to learning outcomes in the literature, I
provide the empirical evidence regarding positive relationship between gamification engagement
and students learning outcomes.
In summary, key result of the current study is that gamification can be used as a
supporting tool in education to make students motivation last over time. Furthermore, I
identified the empirical evidence regarding that even reward base gamification can increase
student’s intrinsic motivation which result in making possible to change students behavior.
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Chapter 7
Conclusion
The main objective of an educational curriculum is not only to convey certain
knowledge and skills to students but also to provide them with an understanding of real
problems and how to solve them. The design of such a curriculum should meet all learning
objectives while ensuring that students are motivated and engaged (Wood & Reiners, 2012). To
explore this objective, active learning, also known as learning-enhancing pedagogy, has received
considerable attention from engineering educators over the past several decades (Deslauriers et
al., 2011; Johnson et al., 1998; National Academy of Engineers, 2005; Prince, 2004). One
approach to achieving active learning is the application of gamification to an educational context
with the aim of creating a motivational atmosphere through constant feedback, mini challenges,
and positive reinforcement (Sinha, 2012; Wood & Reiners, 2012)
The application of gamification to education can be customized, especially in the case of
direct interaction among students and the instructor, thereby improving the engagement of
students through the use of game elements such as scores, levels, badges, avatars, and
leaderboards (Flatla, Gutwin, Nacke, Bateman, & Mandryk, 2011). Several researchers have
conducted empirical studies in an education setting to determine the effect of gamification on
students’ learning. However, outcomes from gamification studies in an education setting are not
consistent. Some studies show positive or partially positive effects of gamification on student
learning (Akpolat & Slany, 2014; Denny, 2013; Domínguez Saenz-de-Navarrete, J., de-Marcos,
L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, 2013; Kim et al., 2016). But other
studies indicate no differences in performance between gamification groups and non-
gamification groups. In addition, little research has been conducted on the application of
gamification to engineering lab activities. Furthermore, most traditional gamification studies
107
have ignored important variables like the individual needs and personalities of students.
Therefore, this study investigates the application of User-Centered Design to the development of
gamification in order to increase the effects of gamification students performing engineering lab
activities through four different studies: (1) comparing students’ motivation, engagement, and
learning outcomes between gamification and non-gamification system; (2) determining the
effect of the application of User-Centered Design on the development of an effective
gamification system; (3)determining the role of students’ personality traits in the effects of
gamification in terms of motivation, engagement, and learning outcomes; and (4) determining
the relationship among gamification, each type of motivation (intrinsic, extrinsic and
amotivation), and learning outcomes.
The results of the first study showed (1) a positive relationship among a positive
perception of active learning in the gamification system, the level of gamification engagement,
and the learning outcome; (2) a positive relationship among students’ self-perceived motivation,
gamification engagement, and learning outcomes; (3) the positive effects of game elements in a
gamification system on gamification engagement and learning outcome. I also found that game
elements such as Ranking, Score, or Level best motivated and facilitated the enjoyment of
students. In summary, I found that the application of gamification as a supporting tool in
engineering lab activities has a positive effect on students’ motivation, engagement, and learning
outcome based on the relationship between students’ performance and students’ perspective.
The second study found a total of 25 unique usability problems distributed among the
following 5 categories: (1) Design, (2) Navigation, (3) Game Element, (4) Main Activity, and
(5) Feedback. I also found higher student engagement with and preference for the UCD
gamification version than the initial gamification version. Thus, I conclude that the UCD process
can be used for developing an effective gamification system by having the users participate in
the development process.
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The third study was to investigate whether different personality traits among students
will lead to different levels of gamification engagement and different learning outcomes. Our
finding is that (1) the more extroverted students are, the higher the level of their gamification
engagement; (2) conscientiousness is positively correlated to both gamification engagement and
learning outcomes; and (3) neuroticism negatively affects both gamification engagement and
learning outcomes. Based on our result, I can conclude that the effects of gamification in terms
of motivation, engagement, and learning outcome vary depending on individual attributes.
The last study investigates whether gamification can maintain student motivation over
the course of an entire semester. I used structural equation modeling to investigate deeply the
relationship between gamification and student motivation within the framework of self-
determination theory. The results showed that students’ motivations, intrinsic and extrinsic, did
not decrease over time, while students’ amotivation significantly decreased over time, which
implies that gamification plays a role as a mediating factor in maintaining student motivation
over the course of a semester. I identified empirical evidence that suggests that even reward-base
gamification can increase students’ intrinsic and extrinsic motivation, making it possible to
change students’ behavior as well as their learning outcomes.
The present study is one of the first to cover several aspects still underexplored in
current gamification research. I attempted to empirically evaluate the impact of applying UCD to
gamification on student motivation within an SDT framework, which is seldom empirically
studied in gamification literature. This study is also one of the first to empirically find that even
reward-based gamification can increase students’ intrinsic motivation, making it possible to
change students’ behavior. However, since I did not figure out the effects of individual game
elements in students’ motivation, more empirical research is necessary to determine why
particular game elements act as extrinsic or intrinsic motivators in a given context and how this
in turn shapes students’ behavior. I believe our study is a valuable first step in this direction and
109
may serve as a blueprint for future studies. I expect that these results will inform instructors who
are interested in gamifying their courses and will help them in deciding how to develop
gamification to use in their specific context.
110
Appendix A
The first questionnaire for gamification group
Question for Background
Do you regularly play games?
Yes No
I am familiar with Game elements such as level, badge, leader-board, and ranking
Strongly
Disagree Disagree
Neither Agree nor
Disagree Agree
Strongly
Agree
Question for Gamification Systems
Q1. Did you actively try to earn score (points)?
Never Rarely Sometimes Most of the Time Always
Q2. Did you actively try to earn badges?
Never Rarely Sometimes Most of the Time Always
Q3. Did you actively try to earn high overall rating for your question from classmates?
Never Rarely Sometimes Most of the Time Always
Q4. Did you keep track of your level?
Never Rarely Sometimes Most of the Time Always
Q5. Did you keep track of your ranking?
Never Rarely Sometimes Most of the Time Always
Q6. Did you keep track of the number of followers?
Never Rarely Sometimes Most of the Time Always
Q7. Did you keep track of feedback from your class mates?
Never Rarely Sometimes Most of the Time Always
Do you agree or disagree with the following statement:
Q8. These game elements increased my enjoyment of doing activities.
Strongly
Disagree Disagree
Neither Agree nor
Disagree Agree
Strongly
Agree
111
Q9. These game elements motivated me to participate more than I would have otherwise.
Strongly
Disagree Disagree
Neither Agree nor
Disagree Agree
Strongly
Agree
Q10. I think that my level of involvement was high.
Strongly
Disagree Disagree
Neither Agree nor
Disagree Agree
Strongly
Agree
Q11. Creating my own questions was an effective way of learning in this class
Strongly
Disagree Disagree
Neither Agree nor
Disagree Agree
Strongly
Agree
Q12. Answering questions that were created by classmates was an effective way of
learning in this class
Strongly
Disagree Disagree
Neither Agree nor
Disagree Agree
Strongly
Agree
Q13. These activities (creating and answering questions) was helpful for preparing exam.
Strongly
Disagree Disagree
Neither Agree nor
Disagree Agree
Strongly
Agree
Q14. This website was helpful for preparing exam.
Strongly
Disagree Disagree
Neither Agree nor
Disagree Agree
Strongly
Agree
Q15. There was a sufficient number of questions to learn the lab material.
Strongly
Disagree Disagree
Neither Agree nor
Disagree Agree
Strongly
Agree
Q16. I have sufficient time to complete thess activities.
Strongly
Disagree Disagree
Neither Agree nor
Disagree Agree
Strongly
Agree
112
Appendix B
The second questionnaire for gamification group
Question for Gamification elements
Which game elements (Score, Badge, Level, Ranking, Feedback, Avatar, Notification, etc.) do you
think motivated you to participate more than others?
Which game elements (Score, Badge, Level, Ranking, Feedback, Avatar, Notification, etc.) do you
think increased your enjoyment of using Website?
Which game elements (Score, Badge, Level, Ranking, Feedback, Avatar, Notification, etc.) should be
retained in this website?
Which game elements (Score, Badge, Level, Ranking, Feedback, Avatar, Notification, etc.) should
be removed in this website?
Suggestions
What suggestions do you have for improving this activity or website
113
Appendix C
The questionnaire for non-gamification group
Do you agree or disagree with the following statement:
Q1. Creating my own questions was an effective way of learning in this class
Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree
Q2. Answering questions that were created by classmates was an effective way of learning in this class
Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree
Q3. These activities (creating and answering questions) was helpful for preparing exam.
Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree
Q4. This website was helpful for preparing exam.
Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree
Q5. There was a sufficient number of questions to learn the lab material.
Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree
Q6. I have sufficient time to complete this activities.
Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree
114
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VITA
Eunsik Kim
EDUCATION
Ph.D. Candidate, Dept. of Industrial & Manufacturing Engineering
Graduated: August 2018
Penn State University, University Park, PA
Advisor: Andris Freivalds and Ling Rothrock
GPA: 3.90/4.0
M.S. Dept. of Industrial & Systems Engineering
Graduated: February 2013
University at Buffalo, Buffalo, NY
GPA: 3.88/4.0
M.E. Dept. of Industrial & Management Systems Engineering
Graduated: August 2010
Dong-A University, Busan, KOREA
Advisor: Hoonyoung Yoon
GPA: 4.38/4.5
B.S. Dept. of Industrial & Management Systems Engineering
Graduated: February 2008
Dong-A University, Busan, KOREA
GPA: 4.19/4.5
PUBLICATIONS
Kim, E., Rothrock, L., Freivalds, A. (2018), “An Empirical Study of Gamification Impact on
Engineering Lab Activity.” International Journal of Engineering Education, Vol. 34, No. 1, pp.
201-216.
Yoon, H., Kim, E. (2012), “Upper Limbs Related Muscle Strength and Fatigue During the
Wrench Job for Korean Young Aged.” Journal of the Society of Korea Industrial and Systems
Engineering, Vol. 35, No. 2, pp. 88-97.
Kim, E., Yoon, H. (2011), “Ergonomic Evaluation of Workload in Imbalanced Lower Limbs
Postures.” The Ergonomics Society of Korea, Vol. 30, No. 5, pp. 671-681.
Yoon, H., Kim E. (2009), “Muscle Strength Measurement using Shoulder and Upper Joint for
Korean Young aged.” Journal of the Ergonomics Society of Korea, Vol. 28, No. 3, pp. 125-134.