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Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment

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  • Mohammed Mohammed
  • Amal Fatemah
  • Lobna Hassan

Abstract

Background Gamification research and practice have gained popularity, but there is a lack of experimental and field evidence regarding the effectiveness of specific design elements and their use contexts especially in developing countries. Aim This research aimed to measure the effect of gamifying digital learning environments and compare the effects of badges and leaderboards on the development of cognitive and achievement motivation of elementary school students. Method A gamified environment focused on the circulatory system and employing interactive storytelling was developed. It was tested through an in-field experiment at an elementary school in Egypt. The research sample was of 30 students in the 5th grade, divided into two equal experimental groups (badges - leaderboard). Results The results indicated an increase in cognitive and achievement motivation among students in both experimental groups. However, there were no significant differences in the effects of badges and leaderboards on the cognitive and achievement motivations of the participants in the two experimental groups. Conclusions These findings suggest that the effects of gamification are more likely due to the holistic design and novelty, rather than the specific use of a specific game element.

Suggested Citation

  • Mohammed Mohammed & Amal Fatemah & Lobna Hassan, 2024. "Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment," Simulation & Gaming, , vol. 55(4), pages 600-636, August.
  • Handle: RePEc:sae:simgam:v:55:y:2024:i:4:p:600-636
    DOI: 10.1177/10468781241237389
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    References listed on IDEAS

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    1. Seham Aljraiwi, 2019. "Effectiveness of Gamification of Web-Based Learning in Improving Academic Achievement and Creative Thinking among Primary School Students," International Journal of Education and Practice, Conscientia Beam, vol. 7(3), pages 242-257.
    2. Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
    3. Ramli Bakar, 2014. "The Effect of Learning Motivation on Student?s Productive Competencies in Vocational High School, West Sumatra," International Journal of Asian Social Science, Asian Economic and Social Society, vol. 4(6), pages 722-732.
    4. Kai Huotari & Juho Hamari, 2017. "A definition for gamification: anchoring gamification in the service marketing literature," Electronic Markets, Springer;IIM University of St. Gallen, vol. 27(1), pages 21-31, February.
    5. Seham Aljraiwi, 2019. "Effectiveness of Gamification of Web-Based Learning in Improving Academic Achievement and Creative Thinking among Primary School Students," International Journal of Education and Practice, Conscientia Beam, vol. 7(3), pages 242-257.
    6. Hassan, Lobna & Dias, Antonio & Hamari, Juho, 2019. "How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking," International Journal of Information Management, Elsevier, vol. 46(C), pages 151-162.
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