Narrative-Driven Digital Gamification for Motivation and Presence: Preservice Teachers’ Experiences in a Science Education Course
Abstract
1. Introduction
1.1. Gamification
1.2. Narrative
1.3. Study Aims and Objectives
- How does participation in a personalized, narrative-based gamified intervention affect preservice teachers’ satisfaction of basic psychological needs (competence, autonomy, relatedness)?
- To what extent do preservice teachers experience presence while engaging in activities within a gamified science course organized around a unifying narrative?
2. Materials and Methods
2.1. Participants
2.2. Procedure
2.3. Instrument
2.4. Data Analysis
3. Results
3.1. PENS Subscales
3.1.1. Competence
3.1.2. Autonomy
3.1.3. Relatedness
3.1.4. Intuitive Controls
3.1.5. Presence/Immersion
3.2. Subscale Correlations
3.3. Emergent Themes Beyond the PENS Framework
4. Discussion
4.1. Basic Psychological Needs
4.2. Presence as Motivational Catalyst
4.3. Personalized Gamification and Narrative
4.4. Limitations and Future Directions
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
AI | Artificial Intelligence |
BCa | Bias-Corrected and Accelerated |
CI | Confidence Interval |
ECTS | European Credit Transfer and Accumulation System |
FDR | False Discovery Rate |
GPT | Generative Pretrained Transformer |
HP | Health Point |
IDP | Institute of Professional Development |
IQR | Interquartile Range |
Mdn | Median |
PENS | Player Experience of Need Satisfaction |
RESC | Recreational and Everyday Science in the School |
SDT | Self-Determination Theory |
SPSS | Statistical Package for the Social Sciences |
STEM | Science, Technology, Engineering and Mathematics |
XP | Experience Points |
Appendix A
Theme (Frequency%) | Subtheme(s) | Representative Quote |
---|---|---|
Competence (47.1%) | Motivation to improve/level up | “I felt motivated to keep progressing and improving myself. I saw it as a competition, and it made me try harder” |
Mastering content | “Doing the voluntary tasks helped me learn content that I wouldn’t have learned otherwise” | |
Completing collections/challenges | “The collections helped me learn vocabulary from the subject” | |
Autonomy (35.3%) | Choosing voluntary tasks | “I was motivated to all the voluntary tasks to earn experience points and coins” |
Making decisions in progress/avatar | “From the first day you have to choose the avatar who will accompany you throughout the course” | |
Relatedness (26.5%) | Working in groups | “We formed groups to work together in a more fun classroom environment” |
Sharing the experience | “I liked being part of a group with a shared goal in the adventure” | |
Group climate | “The classroom atmosphere was more enjoyable and we all participated together” | |
Intuitive Controls (0%) | — | — |
Presence/Immersion (28.4%) | Feeling part of the story | “I felt like I was in a role-playing game where your decisions could benefit or hurt you” |
Learning as a game/adventure | “FantasyClass made the subject more engaging: you feel like the main agent and have to make decisions all the time” |
Theme (Frequency%) | Subtheme(s) | Representative Quote |
---|---|---|
Motivation Mainly Extrinsic (11.8%) | — | What you achieved in FantasyClass affected your final grade and that added extra motivation |
Applicability to Future Teaching (8.8%) | — | “FantasyClass is a very engaging and motivating tool to use in primary classrooms and generate very enriching learning experiences” |
Critical or Mixed Experiences (2.9%) | — | “It didn’t motivate me much because I’ve never liked challenge-based games or leveling up” |
Theme (Frequency%) | Subtheme(s) | Representative Quote |
---|---|---|
Competence (23.5%) | Understanding and progressing in the story | “It motivated me because I had to understand and distinguish each character’s intentions to make progress” |
Solving problems/challenges | “It was very interesting to apply what I learned to the experiments and the story” | |
Autonomy (20.6%) | Making choices in the story | “You feel part of the class and can decide different events freely” |
Applying strategies for challenges | “I had to apply different strategies to overcome challenges” | |
Relatedness (29.4%) | Sense of belonging/group | “We all had a common enemy, which made the experience more immersive” |
Building bonds with characters | “The characters make you feel important in the narrative. I even became ‘team Morgana’” | |
Peer and character support | “Receiving rewards from the kings for the services rendered was very gratifying” | |
Intuitive Controls (0%) | — | — |
Presence/Immersion (38.2%) | Feeling like a protagonist | “It made me feel the protagonist of the process and experience everything first hand” |
Emotional and narrative immersion | “The narrative made me feel immersed in this magical world, like I was truly part of the story” | |
Lively and ‘real’ learning | “Being able to talk to the characters made me feel more involved in the course” |
Theme (Frequency%) | Subtheme(s) | Representative Quote |
---|---|---|
Coherence and Sense-Making (29.4%) | — | “Following the story and this path helped me find connections between all the sessions and put each activity into context” |
Fun and Enjoyment (26.5%) | — | “It was super fun and entertaining to get to know all the characters and interact with them” |
Motivation by Novelty (11.8%) | — | “Every day was a new story with a new challenge, always with the same characters, making the narrative meaningful” |
Critical or Mixed Experiences (8.8%) | Not motivated by narrative/characters | “The narrative part didn’t motivate me much. I guess it’s because I felt it was a bit fake, although I’m sure it would be especially attractive for children” |
Confusion/need for clarity | “Personally, I didn’t feel motivated because I found the characters confusing; maybe presenting them in more detail would help” |
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Dimension | Primary HEXAD Player Types Targeted | Game Element | FantasyClass Feature |
---|---|---|---|
Social | Socializers Philanthropists | Cooperation | Teams |
Roles | |||
Battles | |||
Collections | |||
Cards Skills | |||
Competition | Leaderboards | ||
Teams | |||
Cards | |||
Skills | |||
Fictional | Socializers | Narrative | Themes |
Storytelling | Challenges | ||
Music | |||
Performance | Achievers | Point | Experience Points (XP) |
Health Points (HP) | |||
Progression | Map | ||
Levels | |||
Level | Levels | ||
Acknowledgment | Badges |
Item Number and Statement | Mdn | IQR |
---|---|---|
1—I felt competent during the gamified course. | 7 | 1.25 |
2—I felt very capable and effective during the gamified course. | 7 | 2 |
3—My ability to engage in the gamified activities was well matched with the challenges they presented. | 6 | 1.25 |
Competence global value | 6.67 | 1.42 |
Item Number and Statement | Mdn | IQR |
---|---|---|
4—The gamified activities in the course and the FantasyClass platform provided me with interesting options and choices. | 7 | 1 |
5—The gamified activities in the course and the FantasyClass platform allowed me to do interesting things. | 7 | 0 |
6—I experienced a lot of freedom during the gamified activities and when using FantasyClass. | 6 | 1 |
Autonomy global value | 6.67 | 0.75 |
Item Number and Statement | Mdn | IQR |
---|---|---|
7—I found the relationships I formed during the gamified course fulfilling. | 6.5 | 2 |
8—I found the relationships I formed during the gamified course important. | 6 | 3 |
9 *—I did not feel close to other classmates. | 2 | 3 |
Relatedness adjusted global value | 6.33 | 2.50 |
Item Number and Statement | Mdn | IQR |
---|---|---|
10—Learning the controls of FantasyClass was easy. | 6 | 2 |
11—The controls of FantasyClass were intuitive. | 6 | 2 |
12—When I wanted to do something in FantasyClass, it was easy to remember the corresponding control. | 7 | 1 |
Intuitive Controls global value | 6.33 | 1.67 |
Item Number and Statement | Mdn | IQR |
---|---|---|
13—When engaging with the narrative-based activities, I felt transported to another time and place. | 6 | 1 |
14—Exploring the world of the narrative felt like taking an actual trip to a new place. | 6 | 2 |
15—When engaging with the narrative, I felt as if I were actually there. | 6 | 2.25 |
16 *—I was not emotionally impacted by events in the narrative. | 2 | 3 |
17—The narrative-based course experience was emotionally engaging. | 7 | 1.25 |
18—I experienced emotions during the narrative-based activities as intensely as I have in real life. | 6 | 2 |
19—When participating in the narrative-based activities, I felt as if I were part of the story. | 6 | 2 |
20—When I accomplished something in the narrative-based activities, I experienced genuine pride. | 7 | 1 |
21—I had reactions to events and characters in the narrative-based activities as if they were real. | 6 | 2 |
Presence/Immersion adjusted global median | 5.89 | 1.17 |
Subscale 1 | Subscale 2 | ρ | 95% CI (Low) | 95% CI (High) | p | q (FDR) |
---|---|---|---|---|---|---|
Autonomy | Presence/Immersion | 0.619 | 0.270 | 0.818 | 0.000 | 0.001 * |
Competence | Presence/Immersion | 0.579 | 0.240 | 0.776 | 0.000 | 0.001 * |
Competence | Autonomy | 0.570 | 0.248 | 0.782 | 0.000 | 0.001 * |
Intuitive Controls | Presence/Immersion | 0.543 | 0.186 | 0.754 | 0.001 | 0.002 * |
Relatedness | Presence/Immersion | 0.529 | 0.104 | 0.748 | 0.001 | 0.003 * |
Competence | Intuitive Controls | 0.522 | 0.182 | 0.739 | 0.002 | 0.003 * |
Competence | Relatedness | 0.431 | 0.075 | 0.684 | 0.011 | 0.016 * |
Autonomy | Intuitive Controls | 0.400 | 0.030 | 0.685 | 0.019 | 0.024 * |
Relatedness | Intuitive Controls | 0.268 | −0.101 | 0.556 | 0.125 | 0.134 |
Autonomy | Relatedness | 0.262 | −0.092 | 0.550 | 0.134 | 0.134 |
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Jiménez-Valverde, G.; Fabre-Mitjans, N.; Guimerà-Ballesta, G. Narrative-Driven Digital Gamification for Motivation and Presence: Preservice Teachers’ Experiences in a Science Education Course. Computers 2025, 14, 384. https://doi.org/10.3390/computers14090384
Jiménez-Valverde G, Fabre-Mitjans N, Guimerà-Ballesta G. Narrative-Driven Digital Gamification for Motivation and Presence: Preservice Teachers’ Experiences in a Science Education Course. Computers. 2025; 14(9):384. https://doi.org/10.3390/computers14090384
Chicago/Turabian StyleJiménez-Valverde, Gregorio, Noëlle Fabre-Mitjans, and Gerard Guimerà-Ballesta. 2025. "Narrative-Driven Digital Gamification for Motivation and Presence: Preservice Teachers’ Experiences in a Science Education Course" Computers 14, no. 9: 384. https://doi.org/10.3390/computers14090384
APA StyleJiménez-Valverde, G., Fabre-Mitjans, N., & Guimerà-Ballesta, G. (2025). Narrative-Driven Digital Gamification for Motivation and Presence: Preservice Teachers’ Experiences in a Science Education Course. Computers, 14(9), 384. https://doi.org/10.3390/computers14090384