Cited by 123Educational Games and GamificationDigital Games and MediaMotivation and Self-Concept in Sports

Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning

Open access
Proulx, Jean-Nicolas, Romero, Margarida, Arnab, Sylvester·2017·Simulation & Gaming

Abstract

Background. Using digital games for educational purposes has been associated with higher levels of motivation among learners of different educational levels. However, the underlying psychological factors involved in digital game based learning (DGBL) have been rarely analyzed considering self-determination theory (SDT); the relation of SDT with the flow experience has neither been evaluated in the context of DGBL. Aim. This article evaluates DGBL under the perspective of SDT in order to improve the study of motivational factors in DGBL. Results. In this paper, we introduce the LMGM-SDT theoretical framework, where the use of DGBL is analyzed through the Learning Mechanics and Game Mechanics mapping model (LM-GM) and its relation with the components of the SDT. The implications for the use of DGBL in order to promote learners’ motivation are also discussed.

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.1177/1046878116674399

Cites

8 of 8 references verified0 citation errors · 0 not checkable

Statistics

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Cites

Flagged first, then by citations

Research works printed but not linked: 44

  1. Arnab, S., Brown, K., Clarke, S., Dunwell, I., Lim, T., Suttie, N., … De Freitas, S. (2013). The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting. Computers & Education , 69 , 15 -30. http://doi.org/10.1016/j.compedu.2013.06.013 · DOI
  2. Arnab, S., & Clarke, S. (2016). Towards a trans-disciplinary methodology for a game-based intervention development process. British Journal of Educational Technology . http://doi.org/10.1111/bjet.12377 · DOI
  3. Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., Freitas, S., Louchart, S., … De Gloria, A. (2015). Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology , 46 (2), 391 -411. http://doi.org/10.1111/bjet.12113 · DOI
  4. Baalsrud-Hauge, J. M., Stanescu, I. A., Arnab, S., Ger, P. M., Lim, T., SerranoLaguna, A., … others. (2015). Learning through analytics architecture to scaffold learning experience through technology-based methods. International Journal of Serious Games , 2 (1), 29 -44. http://doi.org/10.17083/ijsg.v2i1.38 · DOI
  5. Bitner, N., & Bitner, J. (2002). Integrating technology into the classroom: Eight keys to success. Journal of Technology and Teacher Education , 10 (1), 95 -100.
  6. Chen, C.-H., & Hwang, G.-J. (2015). Improving learning achievements, motivations and flow with a progressive prompt-based mobile gaming approach. In IIAI 4th International Congress on Advanced Applied Informatic (pp. 297 -302). Okayama: IEEE. http://doi.org/10.1109/IIAI-AAI.2015.163 · DOI
  7. Csikszentmihalyi, M. (1975). Play and intrinsic rewards. Journal of Humanistic Psychology , 15 (3), 41 -63.
  8. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience . New York: Cambridge University Press.
  9. De Bruyckere, P., Kirschner, P. A., & Hulshof, C. D. (2015). Urban myths about learning and education . New York: Academic Press.
  10. Deci, E. L., & Ryan, R. M. (2004). Overview of self-determination theory: An organismic dialectical perspective. In E. L. Deci & R. M. Ryan (Eds.), Handbook of self-determination research (pp. 3 -33). Rochester, NY: University Of Rochester Press.
  11. Dunwell, I., De Freitas, S., & Jarvis, S. (2011). Four-dimensional consideration of feedback in serious games. In S. De Freitas & P. Maharg (Eds.), Digital games and learning (pp. 42 -62). Continuum Publishing.
  12. Filsecker, M., & Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and lear ning in an educational game. Computers & Education , 75 , 136 -148. http://doi.org/10.1016/j.compedu.2014.02.008 · DOI
  13. Franciosi, S. J. (2011). A comparison of computer game and language-learning task design using flow theory. CALL-EJ , 12 (1), 11 -25.
  14. Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming , 33 (4), 441 -467.
  15. Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of Research on Technology in Education , 40 (1), 23 -38.
  16. Hauge, J. B., Stanescu, I. A., Stefan, A., Carvalho, M. B., Lim, T., Louchart, S., & arnab, S. (2015). Serious Games Mechanics and oppotunities for reuse. In eLearning & Software for Education (pp. 19 -27). Bucharest, Romania. http://doi.org/10.12753/2066-026X-15-000 · DOI
  17. Huang, W.-H., Huang, W.-Y., & Tschopp, J. (2010). Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing. Computers & Education , 55 (2), 789 -797.
  18. Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. Presented at the Game Developers Conference. Retrieved from http://www.cs.northwestern.edu/~hunicke/MDA.pdf
  19. Katz, I., & Assor, A. (2007). When choice motivates and when it does not. Educational Psychology Review , 19 (4), 429 -442.
  20. Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & Education , 55 , 427 -443. http://doi.org/10.1016/j.compedu.2010.02 .007 · DOI
  21. Kiili, K., Lainema, T., de Freitas, S., & Arnab, S. (2014). Flow framework for analyzing the quality of educational games. Entertainment Computing , 5 (4), 367 -377. http://doi.org/10.1016/j.entcom.2014.08.002 · DOI
  22. Kleiman, G. M. (2000). Myths and realities about technology in K-12 schools. The Online Journal of the Leadership and the New Technologies Community , (14), 1 -8.
  23. Klimmt, C., & Hartmann, T. (2006). Effectance, self-efficacy, and the motivation to play video games. In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 133 -145). Mahwah, NJ, US: Lawrence Erlbaum Associates Publishers.
  24. Koster, R. (2013). Theory of fun for game design (2nd ed.). Sebastopol, CA: O'Reilly Media.
  25. Kowal, J., & Fortier, M. S. (1999). Motivational determinants of flow: Contributions from selfdetermination theory. The Journal of Social Psychology , 139 (3), 355 -368. http://doi.org/10.1080/00224549909598391 · DOI
  26. Lee, E. (2005). The Relationship of Motivation and Flow Experience to Academic Procrastination in University Students. The Journal of Genetic Psychology , 166 (1), 5 -14. http://doi.org/10.3200/GNTP.166.1.5-15 · DOI
  27. Lim, T., Louchart, S., Suttie, N., Ritchie, J. M., Aylett, R. S., Stanescu, I. A., … Moreno -Ger, P. (2013). Strategies for effective digital games development and implementation. In Y. Baek & N. Whitton (Eds.), Cases on digital game-based learning: Methods, models, and strategies (pp. 168 -198). Hershey, PA.
  28. Liu, M., Horton, L., Olmanson, J., & Toprac, P. (2011). A study of learning and motivation in a new media enriched environment for middle school science. Educational Technology Research and Development , 59 (2), 249 -265. http://doi.org/10.1007/s11423-011-9192-7 · DOI
  29. Price, F., & Kadi -Hanifi, K. (2011). E -motivation! The role of popular technology in student motivation and retention. Research in Post-Compulsory Education , 16 (2), 173 -187. http://doi.org/10.1080/13596748.2011.575278 · DOI
  30. Reeve, J. (2002). Self-determination theory applied to educational settings. In E. L. Deci & R. M. Ryan (Eds.), Handbook of self-determination research (pp. 183 -203). Rochester, NY: University Of Rochester Press.
  31. Renkl, A. (1997). Learning from worked-out examples: A study on individual differences. Cognitive Science , 21 (1), 1 -29. http://doi.org/10.1207/s15516709cog2101\_1 · DOI · Paper page
  32. Ritzko, J. M., & Robinson, S. (2006). Using games to increase active learning. Journal of College Teaching & Learning (TLC) , 3 (6), 45 -50. http://doi.org/10.19030/tlc.v3i6.1709 · DOI
  33. Romero, M., & Lambropoulous, N. (2011). Internal and external regulation to support knowledge construction and convergence in computer supported collaborative learning (CSCL). Electronic Journal of Research in Educational Psychology , 9 (1), 309 -330.
  34. Ryan, R. M., & Deci, E. L. (2009). Promoting selfdetermined school engagement : Motivation, learning and well-being. In K. R. Wentzel & A. Wigfield (Eds.), Handbook of motivation at school (pp. 171 -196). New York, NY: Routledge.
  35. Squire, K. (2005). Changing the game: What happens when video games enter the classroom. Innovate: Journal of Online Education , 1 (6). Retrieved from http://website.education.wisc.edu/~kdsquire/tenure-files/26-innovate.pdf
  36. Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age. New York, NY: Teacher College Press.
  37. Su, C.-H., & Hsaio, K.-C. (2015). Developing and evaluating gamifying learning system by using flow-based model. Eurasia Journal of Mathematics, Science & Technology Education , 11 (6), 1283 -1306.
  38. Vallerand, R. J., & Bissonnette, R. (1992). Intrinsic, extrinsic, and amotivational styles as predictors of behavior: A prospective study. Journal of Personality , 60 (3), 599 -620. http://doi.org/10.1111/j.1467-6494.1992.tb00922.x · DOI
  39. Vallerand, R. J., & Ratelle, C. F. (2002). Intrinsic and extrinsic motivation: A hierarchical model. In E. L. Deci & R. M. Ryan (Eds.), Handbook of self-determination research (Vol. 128, pp. 37 -69). Rochester, NY: The University of Rochester Press.
  40. White, R. W. (1959). Motivation reconsidered: the concept of competence. Psychological Review , 66 (5), 297 -333. http://doi.org/10.1037/h0040934 · DOI · Paper page
  41. Whitton, N. (2010). Game engagement theory and adult learning. Simulation & Gaming , 42 (5), 596 -609. http://doi.org/http://dx.doi.org/10.1177/1046878110378587 · DOI
  42. Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., … Conkey, C. (2009). Relationships between game attributes and learning outcomes review and research proposals. Simulation & Gaming , 40 (2), 217 -266. http://doi.org/10.1177/1046878108321866 · DOI · Paper page
  43. Wouters, P., van Nimwegen, C., van Oostendorp, H., & van Der Spek, E. D. (2013). A metaanalysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology , 105 (2), 249 -265. http://doi.org/10.1037/a0031311 · DOI · Paper page
  44. Yang, Y.-T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation. Computers & Education , 59 (2), 365 -377. http://doi.org/10.1016/j.compedu.2012.01.012 · DOI

Cited by

Sorted by citations

Authors
Proulx, J.-N., Romero, M., & Arnab, S.
Affiliations
  • Université Laval (CA)
  • Université Laval, Québec City, Québec, Canada
  • Coventry University (GB)
Corresponding author
Proulx, Jean-Nicolas
Venue
Simulation & Gaming
Published
2016-11-02
Volume
48
Issue
1
Pages
81-97
ISSN
  • 1046-8781 (ISSN-L)
  • 1552-826X
OpenAlex
W2548247757
Cited by
123
References
8
Citations by year
2026: 18 · 2025: 11 · 2024: 21 · 2023: 13 · 2022: 17 · 2021: 14 · 2020: 13 · 2019: 11 · 2018: 4 · 2017: 1
FWCI
11.05
Type
journal article
Language
en
Locations
  • Simulation & Gaming (publishedVersion)
  • Pure (Coventry University) (publishedVersion, other-oa)
  • arXiv (Cornell University) (submittedVersion)
  • HAL (submittedVersion, other-oa)
  • HAL (submittedVersion)
  • RePEc: Research Papers in Economics (submittedVersion)
  • Coventry University Open Collections (Coventry university) (submittedVersion)
  • The Open Collections (Coventry University) (submittedVersion)
  • arXiv (Cornell University)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Social Psychology › Motivation and Self-Concept in Sports
Keywords
digital game-based learning, self-determination theory, game mechanics, student motivation, flow experience, motivational factors

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review