Cited by 48Educational Games and GamificationDigital Games and MediaOnline Learning and Analytics

The Impact of Game Elements on Learner Motivation: Influence of Initial Motivation and Player Profile

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Reyssier, Stephanie, Hallifax, Stuart, Serna, Audrey, Marty, Jean-Charles, Simonian, Stephane, Lavoue, Elise·2022·IEEE Transactions on Learning Technologies

Abstract

Several studies have been conducted in recent years into the effects of gamification on learner motivation. However, little is known about how learner profiles affect the impact of specific game elements. This research analyzes the effect of a gamified mathematic learning environment on the motivation and the motivated behaviors of 258 learners in secondary schools in France. Overall, results indicate that randomly assigned game elements generally demotivate learners. A more thorough analysis revealed that gamification has a positive impact on the most amotivated learners to do mathematic, although different effects were observed on learners. In particular, we noticed significant influences of their initial level of motivation and their player type on the variation in motivation during the study. We show that these influences vary according to the game element they used. These findings suggest that to increase efficiency, gamification should be tailored not only to the player profile but also to their level of initial motivation for the learning task.

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Crossref · 10.1109/tlt.2022.3153239

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References 53 · Cited by 48

Authors
Reyssier, S., Hallifax, S., Serna, A., Marty, J.-C., Simonian, S., & Lavoue, E.
Affiliations
  • University of Lyon, Lyon, France
  • Centre National de la Recherche Scientifique (FR)
  • Lyon 1 Université (FR)
  • Iaelyon School of Management, CNRS, LIRIS, University of Lyon, University Jean Moulin Lyon 3, Lyon, France
Venue
IEEE Transactions on Learning Technologies
Published
2022-02-01
Volume
15
Issue
1
Pages
42-54
ISSN
  • 1939-1382 (ISSN-L)
  • 2372-0050
OpenAlex
W4213427484
Cited by
48
References
53
Citations by year
2026: 8 · 2025: 10 · 2024: 9 · 2023: 19 · 2022: 2
FWCI
15.23
Type
journal article
Language
en
Open access
Locations
  • IEEE Transactions on Learning Technologies (publishedVersion)
  • HAL (submittedVersion, other-oa)
  • OpenEdition (OpenEdition) (submittedVersion, other-oa)
  • OpenEdition (OpenEdition)
Funders
LudiMoodle project financed by the e-FRAN Programme dinvestissement davenir
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
Keywords
gamification, game elements, student motivation, mathematics learning, player profiles, initial motivation, learner types, high school students, motivation maintenance, personalized gamification

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