The effect of the interaction between timing of reward delivery (immediate / postponed) and player style (achieved / explored) in an electronic learning environment based on Gamification on the development of achievement and self-efficacy of educational technology students

Document Type : Original Article

Author

کلية التربية النوعية جامعة عين شمس

Abstract

The current research aimed to study the interaction between the timing of offering rewards (immediate / postponed) and player type (achieved / explored) in an electronic learning environment based on game stimuli in developing the achievement and self-efficacy of educational technology students. The quasi-experimental approach was used, depending on the global design (2 × 2). The research sample consisted of (60) students in the Faculty of Specific Education, Department of Educational Technology, who were randomly assigned to the four research groups. A list of standards for the electronic environment based on gaming stimuli was prepared, which included (17) standards and (142) indicators. A test for cognitive achievement was developed, and a self-efficacy scale was developed on the "class dojo" platform, the scale is of (25) single. One-way and two-way analysis of variance, ETA square, and Shave test were used for comparison between groups. The results showed the effectiveness of timing. Presentation of postponed rewards by comparison with timing of immediate rewards, the effectiveness of explorer player mode in comparison and effectiveness of player style achieved, and the fourth treatment preference for the interaction between timing of presentation of postponed rewards and player explorer mode compared to other experimental treatments.

Keywords

Main Subjects


 
Al-Azawi, R.; Al-Faliti, F. & Al-Blushi, M. (2016). Educational Gamification Vs. Game Based Learning: Comparative Study. International Journal Of Innovation, Technology. 7 (4). 132-136. Management And
Arachchilage, N. A. G., & Hameed, M. A. (2017). Integrating self-efficacy into a gamified approach to thwart phishing attacks. arXiv preprint arXiv:1706.07748
Arnab, S., Bhakta, R., Merry, S. K., Smith, M., Star, K., & Duncan, M. (2016). Competition and Collaboration Using a Social and Gamified Online Learning Platform. Paper presented at the 10th European Conference on Games Based Learning: ECGBL 2016. 60-75
Balasubramanian, K., Jaykumar, V., & Fukey, L. N. (2014). A Study on “Student Preference towards the Use of Class dojo as a Learning Platform to Create Responsible Learning Environment”. Procedia - Social and Behavioral Sciences, 144(Supplement C), 416-422. doi:https://doi.org/10.1016/j.sbspro.2014.07.311
Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory . Prentice-Hall, Inc. Englewood Cliffs, NJ, US:
Banfield, J., & Wilkerson, B. (2014). Increasing student intrinsic motivation and self-efficacy through gamification pedagogy. Contemporary Issues in Education Research (Online), 7(4), 291-298.
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Improving Participation And Learning With Gamification.Paper Presented At The Proceedings Of The Gamification’13, 2013 Acm
Barata, G., Gama, S., Jorge, J., Goncalves, D. (2013). Engaging Engineering Students With Gamification. In: 5th International Conference On Games And Virtual Worlds For Serious Applications,1–8.
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19.
Bartle, Richard A. (2009). Understanding the Limits of Theory. In Chris Bateman (ed.): Beyond Game Design: Nine Steps to Creating Better Videogames. Delmar.
Batsila, M., Tsihouridis, C., & Vavougios, D. (2014). Entering the Web-2 Edmodo World to Support Learning: Tracing Teachers' Opinion After Using it in their Classes. International journal of emerging technologies in learning, 9(1).
Bíró, G. I. (2014). Didactics 2.0: A pedagogical analysis of gamification theory from a comparative perspective with a special view to the components of learning. Procedia-Social and Behavioral Sciences, 141, 148-151.
Brull, S., & Finlayson, S. (2016). Importance of gamification in increasing learning. The Journal of Continuing Education in Nursing, 47(8), 372-375.
Cheng, P. Y., & Chiou, W. B. (2010). Achievement, attributions, self- efficacy, and goal setting by accounting undergraduates. Psychological reports, 106(1), 54-64.
Dagger, D., O'Connor, A., Lawless, S., Walsh, E., & Wade, V. P. (2007). Service-oriented e-learning platforms: From monolithic systems to flexible services. IEEE Internet Computing, 11(3).
Daniel, S., Andrija, B. & Danijel, R. (2015). Gamification In ELearning: Introducing Gamified Design Elements Into E-Learning Systems, Journal Of Computer Sciences. 12 (27). 1-10.
Davis, K., & Singh, S. (2015). Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators. Computers & Education, 88(Supplement C), 72-83. doi:https://doi.org/10.1016/j.compedu.2015.04.011
De Byl, P. (2013). Factors At Play In Tertiary Curriculum Gamification. International Journal Of Game-Based Learning, 3, 1–21.
De-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99-113.
Denny, P. (2013). The Effect Of Virtual Achievements On Student Engagement, Proceedings Of The Sigchi Conference On Human Factors In Computing Systems. Acm.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. Paper presented at the Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments.
Deterding, S., Khaled, R. N., & Nacke, L. (2011). LE, & Dixon, D.(2011). Gamification: Toward a Definition. Paper presented at the CHI 2011 Gamification Workshop Proceedings.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. Paper presented at the CHI'11 extended abstracts on human factors in computing systems.
Douglas, V. I., & Parry, P. A. (1983). Effects of reward on delayed reaction time task performance of hyperactive children. Journal of Abnormal Child Psychology, 11(2), 313-326.
Fernández, R., Gil, I., Palacios, D., & Devece, C. (2011). Technology platforms in distance learning: Functions, characteristics and selection criteria for use in higher education. Paper presented at the WMSCI 2011-The 15th World Multi-Conference on Systemics, Cybernetics and Informatics, Proceedings.
Game Elements To Enhance Learning: Applications Of The Theory Of Gamified Learning. In: Ma M., Oikonomou A. (Eds) Serious Games And Edutainment Applications. Springer, Cham.
Gist, M. E., Schwoerer, C., & Rosen, B. (1989). Effects of alternative training methods on self-efficacy and performance in computer software training. Journal of
Groh, F. (2012). Gamification: State of the art definition and utilization. Institute of Media Informatics Ulm University, 39.
Hamari, J. (2017). Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior, 71, 469-478.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. Paper presented at the System Sciences (HICSS), 2014 47th Hawaii International Conference on.
Hamzah, W., Ali, N. H., Saman, M., Mohd, Y., Yusoff, M. H., & Yacob, A. (2015). Influence of Gamification on Students' Motivation in using E-Learning Applications Based on the Motivational Design Model. International journal of emerging technologies in learning, 10(2).
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80(Supplement C), 152-161. doi:https://doi.org/10.1016/j.compedu.2014.08.019
Harrold, J. Daniel. (2015). A Qualitative Study on the Effects of Gamification on Student Self-Efficacy. (pp. 1-18(.
Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92, 221-236.
Hung, A. (2017). A Critique And Defense Of Gamification. Journal Of Interactive Online Learning. 1 (15). 57-72.
Jackson, M. (2016). Gamification in Education: A Literature Review.
Jamshidifarsani, H., Tamayo-Serrano, P., Garbaya, S., Lim, T., & Blazevic, P. (2018, December). Integrating Self- Determination and Self-Efficacy in Game Design. In International Conference on Games and Learning Alliance (pp. 178-190). Springer, Cham.
Johnson, D., Deterding, S., Kuhn, K.-A., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89-106. doi:https://doi.org/10.1016/j.invent.2016.10.002
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education: John Wiley & Sons. Hamari, J. (2013). Transforming Homo Economics Into Homo Ludens: A Field Experiment On Gamification In A Utilitarian Peer-To-Peer Trading Service. Electronic Commerce Research And Applications. 12 (4).
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education: John Wiley & Sons.
Kayımbaşıoğlu, D., Oktekin, B., & Hacı, H. (2016). Integration of Gamification Technology in Education. Procedia Computer Science, 102, 668-676.
Kim, A. J. Beyond Player Types: Kim’s Social Action Matrix2014 . Available at:http://amyjokim.com/blog/2014/02/28/beyondplayer- types-kims-social-action-matrix/
Kingsley, T. L., & Grabner‐Hagen, M. M. (2015). Gamification. Journal of adolescent & adult literacy, 59(1), 51-61.
Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education.
Landers, R. N., Bauer, K. N., & Callan, R. C. (2017). Gamification of task performance with leaderboards: A goal setting experiment. Computers in Human Behavior, 71(Supplement C), 508-515. doi:https://doi.org/10.1016/j.chb.2015.08.008
Lee, J. & Hammer, J. (2011). Gamification In Education: What, How, Why Bother? . Academic Exchange Quarterly. 15(2). 1-5.
Luo, S., Yang, H., & Meinel, C. (2015). Reward-based Intermittent Reinforcement in Gamification for E-learning. Paper presented at the CSEDU (1).
Marczewski, A,. (2014). Marczewski’s Gamification User Types.Available at: https://elearningindustry.com/marczewski-gamification-usertypes
Mohamad, S., Salam, S. & Bakar, N. (2017). An Analysis Of Gamification Elements In Online Learning To Enhance Learning Engagement In Zulikha, J. & N. H. Zakaria (Eds.), Proceedings Of The 6th International Conference On Computing & Informatics (Pp452-460). Sintok: School Of Computing.
Morscheck, M. (2010). The School Library and E-Learning Platforms. International Association of School Librarianship.
Morschheuser, B., Henzi, C., & Alt, R. (2015, January). Increasing intranet usage through - 222 - gamification--insights from an experiment in the banking industry. In System Sciences (HICSS), 2015 48th Hawaii International Conference on (pp. 635-642). IEEE.
Muntean, C. I. (2011). Raising engagement in e-learning through gamification. Paper presented at the Proc. 6th International Conference on Virtual Learning ICVL.
Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. Handbook of positive psychology, 195-206.
Perryer, C., Celestine, N. A., Scott-Ladd, B., & Leighton, C. (2016). Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy. The International Journal of Management Education, 14(3), 327-335.
Rachels, J. R., & Rockinson-Szapkiw, A. J. (2018). The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy. Computer Assisted Language Learning, 31(1-2), 72-89.
Ramalingam, V., LaBelle, D., & Wiedenbeck, S. (2004). Selfefficacy and mental models in learning to program. In ACM SIGCSE Bulletin (Vol. 36, No. 3, pp. 171-175).
Restivo, M., & Van De Rijt, A. (2012). Experimental study of informal rewards in peer production. PLoS ONE, 7(3), e34-58.
Richter, G., & Raban, D. (2012). Schedules of reinforcement and game experience. Paper presented at the Proceedings Mediterranean Conference on Information Systems. (pp. 35-46)
Richter, G., Raban, D. R., & Rafaeli, S. (2015). Studying gamification: the effect of rewards and incentives on motivation Gamification in education and business (pp. 21-46): Springer.
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1), 68.
Ryan, R. M., & Deci, E. L. (2000A). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25(1), 54-67. doi:https://doi.org/10.1006/ceps.1999.1020
Ryan, R. M., & Deci, E. L. (2000B). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1), 68.
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69(Supplement C), 371-380. doi:https://doi.org/10.1016/j.chb.2016.12.033
Schulze, P., & Schulze, J. M. (2003). Believing is achieving: The implications of self-efficacy research consumer sciences education. AAFCS monograph: for family and research applications in family and consumer sciences105-113.
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74(Supplement C), 14-31. doi:https://doi.org/10.1016/j.ijhcs.2014.09.006
Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353.
Smith, P. (2012). Cooperative Vs Competitive Goals In Educational Video Games macrotheory of human motivation, development, and health. Canadian psychology/Psychologie
Deci, E. L., & Ryan, R. M. (2008). Self-determination theory: A49(3), 182.
Suh, A., Wagner, C., & Liu, L. (2015). The effects of game dynamics on user engagement in gamified systems. Paper presented at the System Sciences (HICSS), 2015 48th Hawaii International Conference on.
Swacha, J., & Muszy, K. (2016). Design patterns for gamification of work. Paper presented at the Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality, Salamanca, Spain.
Thiel, S.-K. (2016). Reward-based vs. Social Gamification: Exploring Effectiveness of Gamefulness in Public Participation. Paper presented at the Proceedings of the 9th Nordic Conference on Human-Computer Interaction.
Thien, P. C., Le Van Phan, N. K. L., Tho, Q. T., Suhonen, J., & Sutinen, E. (2013). Applying Edmodo to serve an online distance learning system for undergraduate students in Nong Lam University, Vietnam. Paper presented at the Proceedings of the IETEC’13 Conference.
Todor, V. & Piticǎ, D. (2013).The Gamification Of The Study Of Electronics In Dedicated E-Learning Platforms. In: 36th International Spring Seminar On 431. Electronics Technology, Pp. 428–
Turan, Z., Avinc, Z., Kara, K., & Goktas, Y. (2016). Gamification and Education: Achievements, Cognitive Loads, and Views of Students. International journal of emerging technologies in learning, 11(7).
Turan, Z., Avinc, Z., Kara, K., & Goktas, Y. (2016). Gamification and Education: Achievements, Cognitive Loads, and Views of Students. International journal of emerging technologies in learning, 11(7).
Urh, M., Vukovic, G., & Jereb, E. (2015). The model for introduction of gamification into e-learning in higher education. Procedia-Social and Behavioral Sciences, 197, 388-397.
Vansteenkiste, M., Niemiec, C. P., & Soenens, B. (2010). The development of the five mini-theories of self-determination theory: An historical overview, emerging trends, and future directions The decade ahead: Theoretical perspectives on motivation and achievement (pp. 105-165): Emerald Group Publishing Limited
Vansteenkiste, V., Lens, W., Witte, H., & Feather, N. (2005). Understanding unemployed people's job search behaviour, unemployment experience and well‐being: A comparison of expectancy‐value theory and self‐determination theory. British journal of social psychology, 44(2), 269-287.
Wood, R., & Bandura, A. (1989). Social cognitive theory of organizational management. Academy of management Review, 14(3), 361-384.
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps: " O'Reilly Media, Inc."