How does adaptive gamification impact different types of student motivation over time?
Résumé
The gamification approach is often used in educational settings, with widely varying
results on learner motivation. A new trend emerged these last years on adaptive
gamification to fit learners’ preferences for game mechanics, but little is known on
how the adaptation of different game elements impacts different types of learner
motivation. In this paper, we propose to investigate in depth the effects of adaptive
gamification on a continuum ranging from intrinsic motivation for knowledge to
amotivation, by assigned game element. We conducted a field study involving 121
students (aged between 13-15 years old) from secondary schools during four to six
weeks, to compare the impact of adapted game elements to randomly assigned ones.
This approach allowed us to reveal the following findings: (1) the impact of gamification
(either adapted or not) is different when considering each type of motivation,
(2) the effects of the use of the gamified environment were only observed after five
lessons, (3) the adaptation of the game elements seems to reinforce their effects
on learners’ motivation, and (4) each game element had specific effects on different
types of motivation: while adapted Avatar and Timer had both some positive and
negative effects, Progress had mainly detrimental ones.
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