Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation
Abstract
:1. Introduction
- What was the motivational impact of this adaptive gamification environment on the students regarding science education?
- How did the adaptive game elements motivate students?
2. Literature Review
2.1. Adaptable Gamification and Science Education
2.2. Gaming Elements
2.3. Framework
- Achievers: They are primarily driven by a sense of competence. They enjoy engaging in new experiences and taking on challenges to demonstrate their abilities and accomplishments.
- Players: They are primarily motivated by external rewards. The rewards the system provides highly influence them, significantly impacting their behaviour, even if unrelated to their main progress or objectives. The reward system is crucial in motivating and shaping their engagement within the gamification environment.
- Philanthropists: They are primarily motivated by a sense of purpose. They derive satisfaction from helping others and are willing to offer assistance without expecting anything in return. Their motivation is driven by the desire to contribute and positively impact others rather than seeking personal rewards or gains.
- Disruptors: They are primarily motivated by change. Disruptors tend to push the system’s boundaries, either in a negative manner, such as by spoiling the game for others, or in a positive manner, such as by identifying flaws and working towards improving the system. They desire to challenge and disrupt the status quo, seeking ways to bring change and innovation within the gamified environment.
- Socializers: They are primarily motivated by the need for relatedness. Socializers are intrinsically motivated by interactions with other players and establishing relationships with them (social relatedness). They find fulfilment and enjoyment in engaging with others, fostering social connections, and building community within the gamification context. Interpersonal interactions and social engagement are central to motivating and satisfying their gaming experience.
- Free spirits: They are mainly motivated by autonomy and self-expression. They have a strong desire to be in control of their actions and decisions, preferring to explore the system independently rather than being tightly regulated or controlled. They value the freedom to express themselves and engage with the gamified environment in ways that align with their preferences and interests. Autonomy and the opportunity for self-expression are critical drivers of motivation for free spirits.
- The user completes a questionnaire using the Hexad model to create the initial player profile.
- The system selects and applies game elements to the environment based on the player’s profile.
- The player’s profile is updated throughout the course through in-app dialogues to gather feedback and preferences.
- At the end of the lesson, the user is asked questions based on their updated profile to customize the game elements.
- The user selects a game element from the second and third player categories to be included according to the ranking.
- The system adjusts the gamified environment based on the selected game element and updates the player’s profile accordingly.
3. Methodology
4. Results
5. Discussion
6. Limitations
7. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Questions | Absolutely Disagree (%) | Disagree (%) | Neither Agree nor Disagree (%) | Agree (%) | Strongly Agree (%) | Mean Average | Std Deviation |
---|---|---|---|---|---|---|---|
| 0 | 0 | 7.5 | 32.5 | 60.0 | 4.53 | 0.636 |
| 0 | 3.8 | 7.5 | 37.5 | 51.3 | 4.36 | 0.783 |
| 5 | 2.5 | 22.5 | 28.8 | 41.3 | 3.99 | 1.097 |
| 2.5 | 2.5 | 6.3 | 36.3 | 52.5 | 4.34 | 0.899 |
| 1.3 | 2.5 | 13.8 | 30.0 | 52.5 | 4.30 | 0.892 |
| 26.3 | 11.3 | 17.5 | 12.5 | 32.5 | 3.14 | 1.613 |
| 0 | 5.0 | 6.3 | 31.3 | 57.5 | 4.41 | 0.822 |
| 7.5 | 1.3 | 6.3 | 30.0 | 55.0 | 4.24 | 1.139 |
| 10.0 | 2.5 | 21.3 | 26.3 | 40.0 | 3.84 | 1.267 |
Subcategory | Questions | Participants Answered | Absolutely Disagree (%) | Disagree (%) | Neither Agree nor Disagree (%) | Agree (%) | Strongly Agree (%) | Mean Average | Std Deviation |
---|---|---|---|---|---|---|---|---|---|
Students’ motivation for badges | I liked the app because it had badges. | 60 | 5 | 0 | 10 | 36.7 | 48.3 | 4.23 | 0.998 |
I was actively trying to get badges. | 60 | 0 | 3.3 | 11.7 | 33.3 | 51.7 | 4.33 | 0.816 | |
I collected the badges I wanted to collect. | 60 | 3.3 | 10 | 15 | 23.3 | 48.3 | 4.03 | 1.164 | |
I loved collecting badges. | 60 | 0 | 0 | 11.7 | 21.7 | 66.7 | 4.55 | 0.699 | |
I got nervous trying to collect badges (reversed question). | 60 | 46.7 | 6.7 | 10 | 18.3 | 18.3 | 2.55 | 1.641 | |
Students’ motivation for currency | I liked the app because it had currency/money. | 61 | 6.6 | 9.8 | 19.7 | 26.2 | 37.7 | 3.79 | 1.24 |
I was actively trying to earn money. | 61 | 4.9 | 3.3 | 8.2 | 29.5 | 54.1 | 4.25 | 1.075 | |
I earned the money I wanted to raise. | 61 | 13.1 | 11.5 | 24.6 | 19.7 | 31.1 | 3.44 | 1.385 | |
I liked to earn money. | 61 | 0 | 1.6 | 19.7 | 24.6 | 54.1 | 4.31 | 0.847 | |
I was stressed trying to save money (reversed question). | 61 | 36.1 | 19.7 | 9.8 | 18 | 16.4 | 2.59 | 1.532 |
Subcategory | Questions | Participants Answered | Absolutely Disagree (%) | Disagree (%) | Neither Agree nor Disagree (%) | Agree (%) | Strongly Agree (%) | Mean Average | Std Deviation |
---|---|---|---|---|---|---|---|---|---|
Students’ motivation for the cases/storytelling | I liked the game because it had cases. | 77 | 1.3 | 1.3 | 7.8 | 28.6 | 61 | 4.47 | 0.804 |
I was actively trying to solve the cases. | 77 | 2.6 | 1.3 | 6.5 | 31.2 | 58.4 | 4.42 | 0.879 | |
I investigated and solved the cases to the best of my ability. | 77 | 3.9 | 0 | 5.2 | 23.4 | 67.5 | 4.51 | 0.912 | |
I liked solving cases. | 77 | 1.3 | 1.3 | 9.1 | 26 | 62.3 | 4.47 | 0.821 | |
I used to get nervous when solving cases (reversed questions). | 77 | 40.3 | 13 | 16.9 | 13 | 16.9 | 2.53 | 1.535 | |
Students’ motivation for points | I liked the app because it had points. | 72 | 4.2 | 0 | 13.9 | 41.7 | 40.3 | 4.14 | 0.954 |
I was actively trying to score points. | 72 | 4.2 | 2.8 | 1.4 | 33.3 | 58.3 | 4.39 | 0.972 | |
I collected the points I wanted to collect. | 72 | 5.6 | 9.7 | 16.7 | 22.2 | 45.8 | 3.93 | 1.237 | |
I liked to score points. | 72 | 5.6 | 1.4 | 4.2 | 26.4 | 62.5 | 4.39 | 1.042 | |
I used to get nervous when I was trying to score points (reversed question). | 72 | 41.7 | 20.8 | 8.3 | 11.1 | 18.1 | 2.43 | 1.555 |
Subcategory | Questions | Participants Answered | Absolutely Disagree (%) | Disagree (%) | Neither Agree nor Disagree (%) | Agree (%) | Strongly Agree (%) | Mean Average | Std Deviation |
---|---|---|---|---|---|---|---|---|---|
Students’ motivation for gifts | I liked the app because it had gifts. | 24 | 0 | 0 | 4.2 | 37.5 | 58.3 | 4.54 | 0.588 |
I was actively trying to get gifts. | 24 | 8.3 | 0 | 8.3 | 29.2 | 54.2 | 4.21 | 1.179 | |
I collected the gifts I wanted to collect. | 24 | 8.3 | 0 | 25 | 16.7 | 50 | 4 | 1.251 | |
I like collecting gifts. | 24 | 0 | 0 | 12.5 | 25 | 62.5 | 4.5 | 0.722 | |
I used to get nervous when collecting gifts (reversed question). | 24 | 41.7 | 12.5 | 16.7 | 16.7 | 12.5 | 2.46 | 1.503 | |
Students’ motivation for levels | I liked the app because it had levels. | 76 | 1.3 | 0 | 17.1 | 36.8 | 44.7 | 4.24 | 0.831 |
I was actively trying to climb levels. | 76 | 2.6 | 5.3 | 10.5 | 19.7 | 61.8 | 4.33 | 1.038 | |
I raised to the level I wanted to. | 76 | 9.2 | 9.2 | 18.4 | 22.4 | 40.8 | 3.76 | 1.325 | |
I liked going up levels. | 76 | 1.3 | 1.3 | 13.2 | 25 | 59.2 | 4.39 | 0.865 | |
I used to get nervous when trying to go up levels (reversed question). | 76 | 47.4 | 21.1 | 9.2 | 3.9 | 18.4 | 2.25 | 1.533 |
Subcategory | Questions | Participants Answered | Absolutely Disagree (%) | Disagree (%) | Neither Agree nor Disagree (%) | Agree (%) | Strongly Agree (%) | Mean Average | Std Deviation |
---|---|---|---|---|---|---|---|---|---|
Students’ motivation for promotion | I liked the app because I could get promoted. | 61 | 1.6 | 0 | 14.8 | 34.4 | 49.2 | 4.3 | 0.843 |
I was actively trying to get promoted. | 61 | 3.3 | 6.6 | 13.1 | 27.9 | 49.2 | 4.13 | 1.087 | |
I got the promotions I wanted in the app. | 61 | 6.6 | 6.6 | 14.8 | 24.6 | 47.5 | 4 | 1.225 | |
I liked getting promoted. | 61 | 1.6 | 1.6 | 6.6 | 32.8 | 57.4 | 4.43 | 0.826 | |
I used to get nervous when trying to get promoted (reversed question). | 61 | 42.6 | 16.4 | 9.8 | 9.8 | 21.3 | 2.51 | 1.619 | |
Students’ motivation for cooperation | I liked the app because I could collaborate with/help other students. | 57 | 5.3 | 5.3 | 3.5 | 22.8 | 63.2 | 4.33 | 1.123 |
I actively tried to cooperate with/help other students. | 57 | 7 | 5.3 | 7 | 33.3 | 47.4 | 4.09 | 1.184 | |
I cooperated/helped the other students I wanted to help. | 57 | 1.8 | 7 | 10.5 | 26.3 | 54.4 | 4.25 | 1.023 | |
I liked working with/helping other students. | 57 | 5.3 | 3.5 | 5.3 | 31.6 | 54.4 | 4.26 | 1.078 | |
I was stressed when trying to cooperate/help other students (reversed question). | 57 | 38.6 | 14 | 5.3 | 14 | 28.1 | 2.79 | 1.719 |
Subcategory | Questions | Participants Answered | Absolutely Disagree (%) | Disagree (%) | Neither Agree nor Disagree (%) | Agree (%) | Strongly Agree (%) | Mean Average | Std Deviation |
---|---|---|---|---|---|---|---|---|---|
Student motivation for the challenges | I liked the app because it had challenges. | 80 | 2.5 | 2.5 | 10 | 38.8 | 46.3 | 4.24 | 0.917 |
I was actively trying to overcome challenges. | 80 | 3.8 | 1.3 | 11.3 | 27.5 | 56.3 | 4.31 | 0.988 | |
I overcame the challenges I wanted to overcome. | 80 | 6.3 | 7.5 | 13.8 | 22.5 | 50 | 4.03 | 1.232 | |
I like to overcome challenges. | 80 | 2.5 | 5 | 3.8 | 28.8 | 60 | 4.39 | 0.961 | |
I used to get nervous when overcoming challenges (reversed question). | 80 | 51.3 | 11.3 | 8.8 | 13.8 | 15 | 2.3 | 1.562 | |
Student motivation for customization | I liked the game because of the change in appearance. | 26 | 11.5 | 3.8 | 19.2 | 23.1 | 42.3 | 3.81 | 1.357 |
I was actively trying to change my appearance. | 26 | 0 | 11.5 | 15.4 | 30.8 | 42.3 | 4.04 | 1.038 | |
I managed to change my appearance as many times as I wanted. | 26 | 42.3 | 15.4 | 19.2 | 7.7 | 15.4 | 2.38 | 1.499 | |
I like to change my appearance. | 26 | 0 | 4 | 32 | 16 | 48 | 4.08 | 0.997 | |
I used to get anxious when I tried to change my appearance (reversed question). | 26 | 50 | 7.7 | 19.2 | 15.4 | 7.7 | 2.23 | 1.423 |
Subcategory | Questions | Participants Answered | Absolutely Disagree (%) | Disagree (%) | Neither Agree nor Disagree (%) | Agree (%) | Strongly Agree (%) | Mean Average | Std Deviation |
---|---|---|---|---|---|---|---|---|---|
Student motivation for the roles | I liked the game because I had a role. | 78 | 1.3 | 5.1 | 5.1 | 32.1 | 61.5 | 4.53 | 0.716 |
I was actively trying to “play” my role. | 78 | 0 | 2.6 | 9 | 29.5 | 59 | 4.45 | 0.767 | |
I wanted to and succeeded in improving my role within the application. | 78 | 9 | 2.6 | 7.7 | 19.2 | 61.5 | 4.22 | 1.255 | |
I liked having a role within the app. | 78 | 0 | 2.6 | 6.4 | 32.1 | 59 | 4.47 | 0.734 | |
I was nervous when I had a role within the app (reversed question). | 78 | 48.7 | 10.3 | 12.8 | 10.3 | 17.9 | 2.38 | 1.589 |
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Zourmpakis, A.-I.; Kalogiannakis, M.; Papadakis, S. Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation. Computers 2023, 12, 143. https://doi.org/10.3390/computers12070143
Zourmpakis A-I, Kalogiannakis M, Papadakis S. Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation. Computers. 2023; 12(7):143. https://doi.org/10.3390/computers12070143
Chicago/Turabian StyleZourmpakis, Alkinoos-Ioannis, Michail Kalogiannakis, and Stamatios Papadakis. 2023. "Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation" Computers 12, no. 7: 143. https://doi.org/10.3390/computers12070143
APA StyleZourmpakis, A. -I., Kalogiannakis, M., & Papadakis, S. (2023). Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation. Computers, 12(7), 143. https://doi.org/10.3390/computers12070143