• DocumentCode
    144938
  • Title

    The Effect of Gamification on Students with Different Achievement Goal Orientations

  • Author

    Hakulinen, L. ; Auvinen, T.

  • Author_Institution
    Dept. of Comput. Sci. & Eng., Aalto Univ., Espoo, Finland
  • fYear
    2014
  • fDate
    11-13 April 2014
  • Firstpage
    9
  • Lastpage
    16
  • Abstract
    In this study, we examined gamification in relation to achievement goal orientation. Achievement goal orientation is a psychological conceptualization that characterizes students´ preferences to different goals, outcomes and rewards. We added achievement badges to an online learning environment used in a Data Structures and Algorithms course (N=278), and examined the responses of students with different achievement goal orientation profiles. Furthermore, we analyzed how students who were most motivated by badges differ from others in terms of achievement goal orientation and behavior. We found no significant differences in the behavior of the different goal orientation groups regarding badges when analyzing the log data from the learning environment. However, their attitudes towards the badges varied. On the other hand, we found that students who reported high motivation towards badges had higher mastery-intrinsic, mastery-extrinsic and performance-approach orientation, and lower avoidance-orientation than others. All of them were already high-performing before the badges were introduced. However, not all high-performing students were motivated by the badges. We also identified a small avoidance-oriented group who reported very low motivation towards the badges. The results of this paper shed light on the reasons why students respond differently to gamification and on what underlying motivational aspects might contribute to a high or low motivation towards gamification.
  • Keywords
    computer aided instruction; computer games; data analysis; data structures; educational courses; human factors; psychology; achievement badges; achievement goal orientation profile; algorithm course; avoidance oriented group; data structure; gamification effect; log data analysis; mastery extrinsic approach orientation; mastery intrinsic approach orientation; online learning environment; performance approach orientation; psychological conceptualization; student behavior analysis; student preference characterization; students motivation; Analysis of variance; Computer science; Context; Educational institutions; Games; Psychology; achievement badges; achievement goal orientation; gamification;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Teaching and Learning in Computing and Engineering (LaTiCE), 2014 International Conference on
  • Conference_Location
    Kuching
  • Type

    conf

  • DOI
    10.1109/LaTiCE.2014.10
  • Filename
    6821820