Home--> About the Project --> What is Gamification?
(Deterding et al., 2011)
"A process of changing interface to make electronic transactions more fun and game-like"
“Using game elements … in a non-gaming environment … to improve user engagement and experience”
“Gamification being used offline as well”
Playing = “improvisational and expressive behaviours and meanings”
Gaming = “playful systems bound with the explicit rules and driven by the goals”
Gaming*Parts=Gamification
Human behaviour are driven by extrinsic motivation and intrinsic motivation (Deci & Ryan, 1980)
Extrinsic Motivation:
Reward-driven behaviour
People behave in a certain way because of other separable consequent. eg. earning the rewards, avoiding punishments.
When the reward or punishment removed, people will probably stop doing the target behaviour
Intrinsic Motivation
People behave in a certain way because of inherent satisfaction.
"Intrinsically motivated behaviors are those behaviors that are motivated by the underlying need for competence and self-determination."
*Self-Determination Theory (SDT)
Autonomy-Allow people to make their decision by themselves
Competence-Ability to be challenge appropriately
Relatedness-Connection with others (i.e. social support)
A meaningful gamification should fulfilled the three factors in SDT, example: (Tan & Hew, 2016)
Autonomy
-Points of the tasks are different depends on the difficulties, if students complete a more challenging task, they could earn more points
-Using points to motivated students to complete more challenging tasks
Competency
-Using bonus points to motivate students to put more effort on their group tasks
Relatedness
-Using badges to motivate students to give feedbacks to others
-Using leaderboard to encourage the competition among the class
Deci, E. L., & Ryan, R. M. (1980). The empirical exploration of intrinsic motivational processes. In Advances in experimental social psychology (Vol. 13, pp. 39-80). Academic Press.
Shpakova, A., Dörfler, V., & MacBryde, J. (2016). Gamification and innovation: a mutually beneficial union. In British Academy of Management Annual Conference: Thriving in Turbulent Times.
Tan, M., & Hew, K. F. (2016). Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes. Australasian Journal of Educational Technology, 32(5).