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Effect of OSLM features and gamification motivators on motivation in DGBL: pupils' viewpoint
The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game’s aesthetics and mechanics support players’ intrinsic motivation. Both claims are tested through the design, implementation...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer Singapore
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8924733/ http://dx.doi.org/10.1186/s40561-022-00195-w |
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author | Leonardou, Angeliki Rigou, Maria Panagiotarou, Aliki Garofalakis, John |
author_facet | Leonardou, Angeliki Rigou, Maria Panagiotarou, Aliki Garofalakis, John |
author_sort | Leonardou, Angeliki |
collection | PubMed |
description | The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game’s aesthetics and mechanics support players’ intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG is a digital learning activity that supports pupils in achieving multiplication competence and provides teacher a dashboard to assess and watch own pupils’ performance. The game enriched with gamification elements to engage and motivate participants. Three versions of the game were used by pupils: without any Open Learner Modeling (OLM) support (i.e. without providing access to own progress data), with OLM support and with Open Social Learner Modeling (OSLM) support, to investigate the difference in motivation among these characteristics. After using the MG for a 2-month period, pupils answered a questionnaire anonymously to express their opinion about MG mechanics, MG aesthetics and intrinsic motivation MG can offer. Furthermore, the corresponding teachers were interviewed to provide insights on their attitude towards MG and its functionalities. A statistically significant difference in Intrinsic Motivation (IM) between the three different MG versions was found and a statistically significant difference in MG Aesthetics and Mechanics between the different grades of primary school. Additionally, Intrinsic Motivation was positively correlated with gamification motivators and MG Aesthetics. Participating teachers stated that MG can improve pupils’ multiplication competence and it is worthy of a stable place in the instructional procedure, as it is a means of pupils’ progress tracking and (self-) assessment, as well as a fun way of practicing and developing multiplication skills. |
format | Online Article Text |
id | pubmed-8924733 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer Singapore |
record_format | MEDLINE/PubMed |
spelling | pubmed-89247332022-03-16 Effect of OSLM features and gamification motivators on motivation in DGBL: pupils' viewpoint Leonardou, Angeliki Rigou, Maria Panagiotarou, Aliki Garofalakis, John Smart Learn. Environ. Research The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game’s aesthetics and mechanics support players’ intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG is a digital learning activity that supports pupils in achieving multiplication competence and provides teacher a dashboard to assess and watch own pupils’ performance. The game enriched with gamification elements to engage and motivate participants. Three versions of the game were used by pupils: without any Open Learner Modeling (OLM) support (i.e. without providing access to own progress data), with OLM support and with Open Social Learner Modeling (OSLM) support, to investigate the difference in motivation among these characteristics. After using the MG for a 2-month period, pupils answered a questionnaire anonymously to express their opinion about MG mechanics, MG aesthetics and intrinsic motivation MG can offer. Furthermore, the corresponding teachers were interviewed to provide insights on their attitude towards MG and its functionalities. A statistically significant difference in Intrinsic Motivation (IM) between the three different MG versions was found and a statistically significant difference in MG Aesthetics and Mechanics between the different grades of primary school. Additionally, Intrinsic Motivation was positively correlated with gamification motivators and MG Aesthetics. Participating teachers stated that MG can improve pupils’ multiplication competence and it is worthy of a stable place in the instructional procedure, as it is a means of pupils’ progress tracking and (self-) assessment, as well as a fun way of practicing and developing multiplication skills. Springer Singapore 2022-03-16 2022 /pmc/articles/PMC8924733/ http://dx.doi.org/10.1186/s40561-022-00195-w Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Research Leonardou, Angeliki Rigou, Maria Panagiotarou, Aliki Garofalakis, John Effect of OSLM features and gamification motivators on motivation in DGBL: pupils' viewpoint |
title | Effect of OSLM features and gamification motivators on motivation in DGBL: pupils' viewpoint |
title_full | Effect of OSLM features and gamification motivators on motivation in DGBL: pupils' viewpoint |
title_fullStr | Effect of OSLM features and gamification motivators on motivation in DGBL: pupils' viewpoint |
title_full_unstemmed | Effect of OSLM features and gamification motivators on motivation in DGBL: pupils' viewpoint |
title_short | Effect of OSLM features and gamification motivators on motivation in DGBL: pupils' viewpoint |
title_sort | effect of oslm features and gamification motivators on motivation in dgbl: pupils' viewpoint |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8924733/ http://dx.doi.org/10.1186/s40561-022-00195-w |
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