Cited by 156Educational Games and GamificationDigital Games and MediaOnline Learning and Analytics

Towards a motivational design? Connecting gamification user types and online learning activities

Open access
Bovermann, Klaudia, Bastiaens, Theo J.·2020·Research and Practice in Technology Enhanced Learning

Abstract

Motivation is a crucial factor for students’ learning behavior and plays a key role in the concept of gamification to foster students’ motivation through specific gamification mechanics and elements. User types for gamification and associated gamification mechanics can classify students’ interests and learning preferences and provide explanations for their motivational learning behavior. This study investigated how five gamification user types may relate to six mainly used online learning activities in a distance online bachelor’s and master’s class in educational science through the use of a systematic approach. A total of 86 students participated in the questionnaire in a cross-sectional study. The findings showed average agreement shares for all five gamification user types. The correlations revealed that the six online learning activities were at least significantly connected to one of the five gamification user types, and both person-centered and environment-centered perspectives were displayed. Finally, the results were discussed, and implications were derived for a motivational design.

AI snapshot

Written from the paper’s full text.

TL;DR

This exploratory cross-sectional study surveyed 86 German online distance learners in educational science to connect five gamification user types and their mechanics with six Moodle learning activities. It found average agreement with all five user types and significant positive correlations between each of the six online learning activities and at least one gamification user type/mechanic.

Key findings

  • Average agreement shares for the five gamification user types were Achiever 26%, Philanthropist 23%, Free Spirit 21%, Socializer 16%, and Player 14% (n = 86).
  • All six online learning activities were significantly positively correlated with at least one gamification mechanic/user type (p < .05, two-tailed); examples include Social Discovery/Network with Forum (r = .594), Peer Assessment (r = .397), and Wiki (r = .340), and Level/Progression with Tutorial (r = .388) and Wiki (r = .235).
  • The results were organized into a person-centered perspective (user types → mechanics → activities) and an environment-centered perspective (activities → mechanics → user types), with implications for motivational design in Moodle.

Methods

  • Cross-sectional exploratory design; data collected April–September 2018 via paper-and-pencil and online questionnaire from German online distance learners in bachelor’s and master’s programs in educational science; 86 students participated out of 650 enrolled.
  • Questionnaire had 26 items: 20 questions for gamification mechanics associated with five user types (four items each) and six questions for online learning activities (Forum, Peer Assessment, Quiz, Task, Tutorial, Wiki), using a 4-point Likert scale (1 = strongly disagree to 4 = strongly agree).
  • Analysis used descriptive statistics and Pearson correlations in SPSS V25; because Cronbach’s alpha was not acceptable, no scales were used and item-level correlations were tested.

Limitations

  • The paper states that the limited number of participants means general conclusions can only be made with caution, and that only a limited number of online learning activities were chosen, so other activities may also relate to students’ preferences.
  • The paper states that results were not broken down by age, gender, or academic qualification, and that overlaps between gamification user types are likely and should be examined in future research.
  • Evident from the text: reliability testing showed Cronbach’s alpha was not acceptable, so the study relied on item-level correlations rather than validated scales; the cross-sectional, self-report design also cannot establish causal direction.

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Integrity signals

Registry

Crossref · 10.1186/s41039-019-0121-4

Cites

60 of 60 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

0 of 70 cited sources checked · 0 supported · 0 flagged

  • Findingown data

    Students would like to spend time trying out things by using the online learning activity Quiz.

    “(C) The findings also revealed that students would like to spend time trying out things by using the activity Quiz.”
    Quote in the paperNot a substantial claim
  • Findingown data

    Socializer learners declared they would like to work in teams (So2) as they learn using Peer Assessment and Wiki.

    “In addition, these learners declared that they would like to work in teams (So2) as they learn using the activities Peer Assessment and Wiki.”
    Quote in the paperSubstantial claim
  • Findingown data

    Philanthropist learners would like to share their knowledge with others (Ph2) by using Forum, Peer Assessment, and Wiki.

    “They also would like to share their knowledge with others (Ph2) by using the activities Forum, Peer Assessment and Wiki.”
    Quote in the paperSubstantial claim
  • Findingown data

    The findings showed that most learners identified with one of the four user types that represent intrinsically motivated online learning behavior (Socializer, Free Spirit, Achiever, and Philanthropist).

    “The findings showed that most learners identified with one of the four user types that represent intrinsically motivated online learning behavior (Socializer, Free Spirit, Achiever, and Philanthropist; Table 1 and Fig. 2).”
    Quote in the paperSubstantial claim
  • Findingown data

    In the study, the Philanthropist user type had the second highest average agreement for all participants.

    “In the study, this user type had the second highest average agreement for all participants (Fig. 2) and was a relevant group of online learners in the context at hand.”
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    Findingown data

    Socializer learners reported being more motivated when others watch them doing their work (So4), and this motivational learning behavior was related to Peer Assessment.

    “They also reported being more motivated when others watch them doing their work (So4).This motivational learning behavior was related to the online learning activity Peer Assessment.”
    Quote in the paperSubstantial claim
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    Findingown data

    The gamification user type Free Spirit had the least amount of related online learning activities and displayed a connection only to the activity Quiz.

    “The results showed that the gamification user type Free Spirit had the least amount of related online learning activities and displayed a connection only to the activity Quiz.”
    Quote in the paperSubstantial claim
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    Findingown data

    Philanthropist learners reported that things would be important to them when they had a deeper meaning or benefit for the common good (Ph3), and these learning preferences showed a connection to Tutorial.

    “Learners of this user type also reported that things would be important to them when they had a deeper meaning or a benefit for the common good (Ph3).These learning preferences showed a connection to the online learning activity Tutorial.”
    Quote in the paperSubstantial claim
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    Findingown data

    Achiever students said they were motivated to work towards a specific learning objective (A4) and like to see progress (A1) as they use Tutorial.

    “Furthermore, students of this user type said that they were motivated to work towards a specific learning objective (A4) and like to see progress in the things they do (A1) as they use the online learning activity Tutorial.”
    Quote in the paperSubstantial claim
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    Findingown data

    Students who matched Free Spirit identified with Quiz and said they would like to spend a great deal of time trying out things (FS2).

    “(2) Students who matched the description of Free Spirit identified with the activity Quiz and said that they would like to spend a great deal of time trying out things (FS2).”
    Quote in the paperSubstantial claim
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    Findingown data

    Achiever learners have the desire to see steady progress (A1) and want to continue training to learn new skills (A2), and these two learning behaviors revealed a connection with Wiki.

    “In doing so, learners have the desire to see steady progress in the things they do (A1) and want to continue training to learn new skills (A2).These two learning behaviors revealed a connection with the activity Wiki.”
    Quote in the paperSubstantial claim
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    Findingown data

    The online learning activity Peer Assessment connects students with different motivational learning behaviors who would like to interact with others, work in teams, and share their knowledge and who are more motivated when others watch them doing their work.

    “(B) Subsequently, the activity Peer Assessment connects students with different motivational learning behaviors who would like to interact with others, work in teams, and share their knowledge and who are more motivated when others watch them doing their work.”
    Quote in the paperSubstantial claim
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    Findingcitation

    The average agreement with the items for gamification mechanics associated with the five gamification user types showed the largest share for Achiever (26%), followed by Philanthropist (23%), Free Spirit (21%), Socializer (16%), and the smallest share for Player (14%).

    “The average agreement with the items for gamification mechanics associated with the five gamification user types (Marczewski 2015) showed that the largest share was for the user type Achiever (26%), followed by Philanthropist (23%) Free Spirit (21%) and Socializer (16%).The smallest share was revealed for Player (14%) (Fig. 2).”
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    Findingown data

    The person-centered perspective revealed that online learners reported a wide range of preferences and interests since all five user types were represented.

    “The person-centered perspective revealed that online learners reported a wide range of preferences and interests since all five user types were represented.”
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    Findingown data

    Philanthropist learners declared they were happy if they can help others (Ph1), such that their motivational learning behavior is related to Tutorial.

    “(4) Learners who agreed with Philanthropist declared that they were happy if they can help others (Ph1), such that their motivational learning behavior is related to the activity Tutorial.”
    Quote in the paperSubstantial claim
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    Premisecitation

    Gamification is said to foster students' motivation.

    “Gamification is a new concept and is said to foster students' motivation (e.g.Alsawaier 2018;Dichev & Dicheva 2017;Dreimane 2019;Hakulinen, Auvinen & Korhonen 2015;Hamari 2015;Koivisto & Hamari 2019;Pechenkina, Laurence, Oates, Eldridge & Hunter 2017;Sailer & Homner 2019;Utomo & Santoso 2015).”
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    Premisecitation

    In online and distance learning, students' motivation is especially recognized as crucial.

    “It is especially recognized in online and distance learning (Hartnett, 2016(Hartnett, , 2019;;Kim & Frick 2011)”
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    Premisecitation

    Game mechanics are the backbone of gamification and may help learners achieve task performance.

    “Similarly, game mechanics are the backbone of gamification and may help learners to achieve task performance (Scheiner & Witt 2013).”
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    Premisecitation

    Satisfaction of autonomy, competence, and relatedness is necessary for power or effectiveness and provides explanations for motivational behavior.

    “Their satisfaction is necessary for power or effectiveness and provides explanations for motivational behavior (Deci & Ryan 2000;Ryan & Deci 2000b).”
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    Premisecitation

    Six possible online learning activities (A-F) are frequently used in the Moodle learning environment of the courses of study surveyed.

    “Six possible online learning activities (A-F), which are frequently used in the Moodle learning environment of the courses of study surveyed (Moodle 2018), will be presented next.”
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    Premisecitation

    Different people may enjoy different player types.

    “This classification gives rise to the notion that different people may enjoy different types (Kim 2014;Werbach & Hunter 2012).”
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    • cites Kim 2014

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    Premisecitation

    Learning activities are of major relevance for engaging students in their learning environment and enhancing motivational learning behavior.

    “learning activities are of major relevance for easily engaging students in their learning environment and enhancing motivational learning behavior (Marczewski 2015;Ryan & Deci 2017).”
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    • cites Marczewski 2015

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    • Rests on an assumption: Learning management systems are the main learning platforms in distance education.
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    Premisecitation

    Reviews have documented the effects on students' learning outcomes and the key role of gamified designs.

    “The reviews have also documented the effects on students' learning outcomes and the key role of gamified designs (Alsawaier, 2018;Clark, Tanner-Smith & Killingsworth 2016).”
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    Premisecitation

    Kim enhanced Bartle's player types and adjusted the styles with social actions (Compete, Express, Collaborate, Explore).

    “Then, Kim (2014) enhanced Bartle's player types and adjusted the styles with social actions (Compete, Express, Collaborate, Explore).”
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    Premisecitation

    Zichermann and Cunningham suggested various types of game mechanics that describe the interests and preferences of people to meet their needs in a game to support or maintain motivation.

    “Zichermann and Cunningham (2011) suggested various types of game mechanics that describe the interests and preferences of people to meet their needs in a game to support or maintain motivation.”
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    Premisecitation

    Existing findings on gamification in educational contexts are mixed and tend to be dependent on context, population, or design.

    “However, the existing findings are still mixed and tend to be dependent on the context, population, or design (Dichev & Dicheva 2017).”
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    Premisecitation

    Gamification mechanics and associated user types combine students' learning preferences with motivational aspects, as gamification provides a framework for motivation.

    “they combined students' learning preferences with motivational aspects, as the concept of gamification provides a framework for motivation (Sailer, Hense, Mayr & Mandl 2017).”
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    Premisecitation

    Game mechanics are important for the procedures and rules in a game and describe the particular components to achieve a goal in a game.

    “Game mechanics are important for the procedures and rules in a game and describe the particular components to achieve a goal in a game (Salen & Zimmermann 2004;Schell 2015).”
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    Study design and conductnone given

    The change in matching 'Unlockables/Rare Content' and 'Certificates' was necessary for content-related reasons.

    “This change was necessary for content-related reasons.”
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    Premisecitation

    Self-determination theory considers three essential psychological needs of human motivation: autonomy, competence, and relatedness.

    “The theory considers three essential psychological needs of human motivation: (1) autonomy, which refers to the need for freedom and having meaningful choices; (2) competence, which considers the desire to gain mastery and achievements; and (3) relatedness, which is the need to interact and to be connected to others.”
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    Premisecitation

    Intrinsic autonomous motivation is considered the most beneficial type of motivation, with high fulfillment of the three psychological needs and high-quality learning.

    “Intrinsic autonomous motivation is considered to be the most beneficial type of motivation, with a high level of fulfillment of the three psychological needs (Deci & Ryan 2000) and high-quality learning (Deci & Ryan 1985, 1993;Ryan & Deci 2017).”
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    Premisereasoning

    Gamification mechanics and associated user types provided a suitable classification of the aspects investigated in this study.

    “Gamification mechanics and associated user types were used because (1) they provided a suitable classification of the aspects investigated in this study”
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    Premisecitation

    Successful gamification is not simply applying game elements or game mechanics but is a more holistic approach to game thinking.

    “These definitions with different concepts of game design or game design techniques illustrate that successful gamification is not simply applying game elements or game mechanics (Werbach & Hunter 2012) but is rather a more holistic approach to game thinking (Kim 2018;Salen & Zimmermann 2004;Werbach & Hunter 2012).”
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    Premisecitation

    Current literature reviews have highlighted that game mechanics have a positive impact on students' motivation in online learning.

    “Current literature reviews have highlighted that game mechanics have a positive impact on students' motivation in online learning (Sailer et al. 2017;Saputro et al. 2017).”
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    Premisecitation

    Marczewski referred to Zichermann and Cunningham for suggested game mechanics and associated user types that he adopted for online learning.

    “He referred to Zichermann and Cunningham (2011) for the suggested game mechanics and associated user types that he adopted for online learning.”
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    Premisecitation

    Game elements such as points, badges, and leaderboards are used to reinforce particular learning behavior through their game mechanics.

    “Game elements such as points, badges, and leaderboards (PBL; Werbach & Hunter 2012) are used to reinforce particular learning behavior through their game mechanics (Werbach & Hunter, 2012).”
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    Premisenone given

    The kind of online learning activity that is useful for the learning process of students depends on the learning goal and desired instruction.

    “The kind of online learning activity that is useful for the learning process of students depends on the learning goal and desired instruction.”
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    Premisecitation

    Studies have reported a positive effect of game mechanics on the motivation of students to become engaged in their tasks.

    “Finally, studies have reported a positive effect of game mechanics on the motivation of students to become engaged in their tasks (Hew, Huang, Chu & Chiu 2016;Huang et al. 2018).”
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    Premisecitation

    Gamification user types and associated game mechanics can explain students' motivational behavior.

    “which can explain students' motivational behavior.”
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    Premisecitation

    Game mechanics afford players the ability to engage in various desired behaviors and support the overall dynamics of a game.

    “They afford players the ability to engage in various desired behaviors and generally support the overall dynamics of a game (Hunicke, Leblanc & Zubek 2004;Salen & Zimmermann 2004).”
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    Premisecitation

    Kapp emphasized the importance of game mechanics in online learning to consider an appropriate set of activities and patterns of actions that can lead to learning.

    “Additionally, Kapp (2014) emphasized the importance of game mechanics in online learning to consider an appropriate set of activities and patterns of actions that can lead to learning.”
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    Premisecitation

    Bartle developed a classification of player types for video games (Achievers, Explorers, Socializers, and Killers) based on a character theory of player styles.

    “Bartle (1996) developed a classification of player types for video games (Achievers, Explorers, Socializers, and Killers) that is based on a character theory of player styles.”
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    Premisecitation

    Marczewski identified specific user types for gamification related to game mechanics on the basis of psychological needs for intrinsic motivation.

    “Similar to Bartle's and Kim's player types, Marczewski (2015) identified specific user types for gamification that are related to game mechanics on the basis of the psychological needs for intrinsic motivation.”
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    Interpretationown data

    The study's findings can provide a foundation for making decisions about instructional problems and provide valuable guidance towards a motivational design.

    “The study's findings can provide a foundation for making decisions about instructional problems and provide valuable guidance towards a motivational design.”
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    Premisereasoning

    The students who agreed with Player are extrinsically motivated and solve online problems not because they are interested in them but because they seek to receive acknowledgment or rewards for their actions.

    “In contrast to the other four gamification user types (Socializer, Free Spirit, Achiever, and Philanthropist), which are associated with intrinsic motivation (Table 1), the students who agreed with Player are extrinsically motivated and solve online problems not because they are interested in them but because they seek to receive acknowledgment or rewards for their actions.”
    Quote in the paperSubstantial claim
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    Interpretationown data

    Online distance learners represent a heterogeneous group and instructional design must aim to meet their needs and learning motivation.

    “This gives further evidence that online distance learners represent a heterogeneous group and that instructional design must aim to meet their needs and learning motivation.”
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    Premisecitation

    According to SDT (Deci & Ryan 1985, 1993), extrinsic motivation can become internalized.

    “However, according to SDT (Deci & Ryan 1985, 1993), extrinsic motivation can become internalized.”
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    Interpretationcitation

    Their altruistic attitude, as determined in this study, could be of great advantage for online courses since learning strategies in web-based platforms such as Moodle become increasingly group-oriented (Hanna 2013).

    “Their altruistic attitude, as determined in this study, could be of great advantage for online courses since learning strategies in web-based platforms such as Moodle become increasingly group-oriented (Hanna 2013).”
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    Premisecitation

    Active distance online learners preferred to interact and collaborate online with their fellow students (Koper 2015).

    “Koper (2015) also presented evidence of such learning behavior with active distance online learners who preferred to interact and collaborate online with their fellow students.”
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    Interpretationown data

    These students want to invest only limited effort in online tasks and instead focus on their own benefits.

    “This result revealed that these students want to invest only limited effort in online tasks and instead focus on their own benefits.”
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    Premisecitation

    High-achieving students use specific learning strategies to accomplish their learning objectives that affect their learning motivation (Salikina et al., 2017).

    “This result is in line with Salikina, Bin-Tahirb, and Emelia (2017), who found evidence of high-achieving students using specific learning strategies to accomplish their learning objectives that affect their learning motivation.”
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    Study design and conductcitation

    The questionnaire was constructed on the basis of Marczewski's gamification user types and associated gamification mechanics in German.

    “This questionnaire was constructed on the basis of Marczewski's gamification user types and associated gamification mechanics (Diamond et al. 2015;Marczewski 2015; Table 2) in German.”
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    Premisecitation

    Integrating students' preferred motivational learning method and strategy in the design of online learning environments is consistent with the previous results of Jones and Blankenship (2017) or Zapalska and Brozik (2006).

    “Integrating students' preferred motivational learning method and strategy in the design of online learning environments is consistent with the previous results of Jones and Blankenship (2017) or Zapalska and Brozik (2006).”
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    Interpretationreasoning

    Learners who matched the Socializer user type would like to use various kinds of online learning activities and benefit from the different possibilities implemented in online learning platforms.

    “Learners who matched this user type would like to use various kinds of online learning activities and benefit from the different possibilities implemented in online learning platforms.”
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    Premisecitation

    Earlier findings of Bovermann et al. (2018) indicated that incentives and rewards with game element badges can be important factors to engage and intrinsically motivate students in online learning, especially when these rewards are perceived as acknowledgement from the students' facilitators.

    “Earlier findings of Bovermann et al. (2018) indicated that incentives and rewards with game element badges can be important factors to engage and intrinsically motivate students in online learning, especially when these rewards are perceived as acknowledgement from the students' facilitators.”
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    Premisecitation

    It is of interest for instructors to consider students' learning preferences and motivation to support involvement in online proposals such as the presented activities.

    “However, it is of interest for instructors to consider students' learning preferences and motivation to support involvement in online proposals (Werbach & Hunter 2012), such as the presented activities (A-F).”
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    Premisecitation

    Online learners differ in age, experiences, interests, and learning preferences, which is characteristic of distance education.

    “This outcome of the study is important because it underlines the heterogeneity of online learners, who differ in age, experiences, interests, and learning preferences that are characteristic of distance education (Allen & Seaman 2017).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Allen & Seaman 2017

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation

    A Philanthropist can function as a moderator or tutor to support weaker students and help facilitate students' integration into group-oriented online learning (Marczewski 2015).

    “A Philanthropist can function as a moderator or tutor to support weaker students and help facilitate students' integration into group-oriented online learning (Marczewski 2015).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Marczewski 2015

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationown data

    The results provide insights that can have benefits to support a wider range of students in their online learning experiences and motivation.

    “The results provide insights that can have benefits to support a wider range of students in their online learning experiences and motivation.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Students' online learning improved when the instructions provided are suitable for their learning preferences (Jones & Blankenship 2017; Zapalska & Brozik 2006).

    “They concluded that students' online learning improved when the instructions provided are suitable for their learning preferences.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Jones and Blankenship (2017)

      Not checked in the free run.

    • cites Zapalska and Brozik (2006) source

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    The review of Lameras et al. (2017) highlighted the potential for classifying connections between learning attributes and gamification mechanics to enable students' motivation in online learning.

    “The review of Lameras et al. (2017) also highlighted the potential for classifying connections between learning attributes and gamification mechanics to enable students' motivation in online learning.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Lameras et al. (2017)

      Not checked in the free run.

  • Classified as probably not a substantial claim.

    Interpretationown data

    Given the limited number of participants, general conclusions can only be made with caution.

    “Given the limited number of participants, general conclusions can only be made with caution.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    A limited number of online learning activities were chosen in the survey.

    “A limited number of online learning activities were chosen in the survey.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationown data

    The findings do suggest a valuable foundation for designing motivational learning environments in online distance learning settings.

    “However, the findings do suggest a valuable foundation for designing motivational learning environments in online distance learning settings.”
    Quote in the paperNot a substantial claim
59 of 59
  • The paper relies on this without support.

    No research has been performed to systematically combine gamification user types and relevant gamification mechanics with typical online learning activities that can be provided in learning management systems such as Moodle.

    “Until now, no research has been performed to systematically combine gamification user types and relevant gamification mechanics with typical online learning activities that can be provided in learning management systems such as Moodle (2018).”
  • The authors state this as an assumption.

    To support students' motivation in an online distance learning course, it is useful to have more information about their learning preferences and interests.

    “(1) First, to support students' motivation in an online distance learning course, it is useful to have more information about their learning preferences and interests.”
  • The authors state this as an assumption.

    User types for gamification and associated gamification mechanics capture this crucial issue to learn more about students' attitudes, personal drive, and motivation to make steps towards a personalized online learning experience.

    “(2) User types for gamification and associated gamification mechanics capture this crucial issue to learn more about students' attitudes, personal drive, and motivation to make steps towards a personalized online learning experience.”
  • The authors state this as an assumption.

    Insights into gamification user types can help to foster students' engagement in their online learning process.

    “(3) Then, these insights can help to foster students' engagement in their online learning process.”
  • The paper relies on this without support.

    Learning management systems are the main learning platforms in distance education.

    “Since learning management systems are the main learning platforms in distance education”
  • The paper relies on this without support.

    Many learning activities have an interactional quality.

    “This result is not surprising since this type is motivated by relatedness and the desire to interact with others and many learning activities have an interactional quality.”
  • The paper relies on this without support.

    The activity Quiz contains particular rules and guided instructions that students need to follow in order to answer the questions correctly.

    “In contrast to this learning preference, the activity Quiz contains particular rules and guided instructions that students need to follow in order to answer the questions correctly.”
7 of 7

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?

  • The growing need for test items requires new advancements in item construction and generation in addition to the traditional method.

    “The growing need for test items requires new advancements in item construction and generation in addition to the traditional method [1].”
  • Items generated through AIGAQG have psychometric properties similar to traditionally constructed [1, 61].

    “Items generated through AIGAQG have psychometric properties similar to traditionally constructed [1, 61].”

Self-check

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

Each contradiction between two passages listed here was confirmed by an independent check.

  • Ph4 is assigned two different mechanics

    Minor

    Table 5 calls Ph4 "Gifting/Sharing," whereas the correlation table calls it "Collect and Trade."

  • Table 5 lists a Forum-Ph4 connection that is not significant in Table 3

    Minor

    Table 5 presents Ph4 under Forum among the significant connections, but Table 3 reports a Forum correlation of .177 for Ph4 without a significance marker.

2 of 2

Cites

Flagged first, then by citations

3 of the 63 references couldn’t be matched to a known paper.

Research works printed but not linked: 4

  1. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. E. (2011). Gamification: Toward a definition. In Paper presented to CHI 2011, May 7–12, 2011 (pp. 1–4). ACM.
  2. Döring, N., & Bortz, J. (2016). Forschungsmethoden und Evaluation in den Sozial- und Humanwissenschaften (5th ed.). Springer.
  3. Qayyumn, A., & Zawacki-Richter, O. (2019). The state of open and distance education. In O. Zawacki-Richter & A. Qayyum (Eds.), Open and distance education in Asia, Africa, and the Middle East: National perspectives in digital age (pp. 125 – 140). SpringerBriefs in Education.
  4. Saputro, R. E., Salam, S. B., & Zakaria, M. H. (2017). A review of intrinsic motivation elements in gamified online learning. Journal of Theoretical and Applied Information Technology, 95(19), 4934–4948.

Cited by

Sorted by citations

Authors
Bovermann, K., & Bastiaens, T. J.
Affiliations
  • FernUniversität in Hagen (DE)
  • Open University of the Netherlands (NL)
Corresponding author
Bovermann, Klaudia
Venue
Research and Practice in Technology Enhanced Learning
Published
2020-01-10
Volume
15
Issue
1
ISSN
  • 1793-2068 (ISSN-L)
  • 1793-7078
OpenAlex
W2999718934
Cited by
156
References
63
Citations by year
2026: 12 · 2025: 14 · 2024: 19 · 2023: 37 · 2022: 38 · 2021: 28 · 2020: 8
FWCI
41.91
Type
journal article
Language
en
Open access
Locations
  • Research and Practice in Technology Enhanced Learning (publishedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
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, student motivation, online learning activities, motivational design, gamification mechanics, distance education, learning behavior, person-centered approach

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