Cited by 139Educational Games and GamificationOnline and Blended LearningDigital Games and Media

Online learning readiness and attitudes towards gaming in gamified online learning – a mixed methods case study

Open access
Bovermann, Klaudia, Weidlich, Joshua, Bastiaens, Theo·2018·International Journal of Educational Technology in Higher Education

Abstract

Gamification has gained a lot of attention in recent years as a possible way to foster students’ motivation and learning behavior. As a high drop-out rate is associated with distance learning, in particular with students often struggling to engage with the material, the implementation of gamification may support and enhance more successful online learning. A distance learning Bachelor degree class was selected as a case study to investigate the implementation of a Moodle-based gamification concept as well as different variables associated in using a mixed-methods-approach. Eight students were interviewed and 32 participated in an online survey. Significant positive correlations were found between students’ online learning readiness in the dimension of technical competencies and both types of autonomous motivation (identified and intrinsic motivation). A significant positive correlation was also found between self-reported attitudes towards gaming and the dimension of coping of study-satisfaction. As expected, students who indicated rather low online learning readiness tended to show non-autonomous motivation (amotivation). Surprisingly, some students reported autonomous motivation, despite having expressed a rather dismissive attitude towards playing online and computer games in general. Acquiring digital badges reportedly felt like appreciation directly awarded by the students’ instructor. Progress bars were positively evaluated and were accepted as a management tool for individual learning strategies.

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Written from the paper’s full text.

TL;DR

This mixed-methods case study examined a Moodle-based gamification concept using digital badges and progress bars in a distance-learning Bachelor’s course, focusing on online learning readiness, motivation, attitudes toward gaming, and study-satisfaction. It found high acceptance of gamification, with most surveyed students classified as autonomously motivated, and significant positive correlations between technical competencies and autonomous motivation and between attitudes toward gaming and the coping dimension of study-satisfaction.

Key findings

  • Among 30 surveyed students classified by motivation type, 23% were intrinsically motivated, 57% identified motivated, 20% amotivated, and none extrinsically motivated; about 80% were matched to autonomous motivation (intrinsic and identified).
  • Technical competencies of online learning readiness correlated significantly with intrinsic motivation (r = .44, p < .05) and identified motivation (r = .43, p < .05); no significant correlations were found between social competencies with teachers or fellow students and any motivation form.
  • Attitudes toward online and computer games correlated significantly with study-satisfaction in the coping dimension (r = .38, p < .05), but not with content or conditions; only 25% of interviewed students agreed with items about online and computer games being enjoyable or interesting.
  • About 88% of surveyed students agreed with study-satisfaction items regarding content, conditions, and coping; badges reportedly felt like direct appreciation from instructors, and progress bars were positively evaluated and accepted as a management tool for individual learning strategies.

Methods

  • A convergent parallel mixed-methods case study in a distance-learning Bachelor’s class in educational sciences, using a Moodle-based gamification concept with digital badges (“Expert,” “Teamworker”) and progress bars; 552 students were enrolled, 229 registered for the end-of-term examination, and 62 participated continuously in voluntary online group work.
  • Quantitative data came from an online survey of 32 students (7 male, 25 female; ages 25–55), using a four-point Likert scale and scales for online learning readiness, attitudes toward online and computer games, the Situational Motivational Scale, and study-satisfaction; Spearman’s rho was used for non-parametric correlations.
  • Qualitative data came from semi-structured interviews with 8 students (7 female, 1 male; ages 25–54), analyzed by qualitative content analysis; quantitative and qualitative results were compared side-by-side.

Limitations

  • Stated: the sample sizes of 32 survey participants and 8 interviewees are too small for broad generalization, so the study is presented as a case study giving insights into the specific context only.
  • Stated: gamification was voluntary and had no direct effect on the term paper, which may have reduced its subjective relevance and hampered active participation; the OLR subscale “social competencies in general” was excluded because its internal consistency was α = .35, and amotivation used only two items after α = .49.
  • Stated: only two game elements were evaluated together, and socio-demographic factors were not considered; evident from the text: the design is cross-sectional, relies on self-report, and lacks a control group, limiting causal claims.

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Integrity signals

Registry

Crossref · 10.1186/s41239-018-0107-0

Cites

59 of 59 references verified0 citation errors · 0 not checkable

Statistics

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Claims the paper makes

0 of 62 cited sources checked · 0 supported · 0 flagged

  • Findingown data

    There is a significant positive correlation between self-reported attitudes towards gaming and the dimension of coping of study-satisfaction.

    “A significant positive correlation was also found between self-reported attitudes towards gaming and the dimension of coping of study-satisfaction.”
    Quote in the paperSubstantial claim
  • Findingown data

    There is a significant positive correlation between students' online learning readiness in the dimension of technical competencies and both types of autonomous motivation (identified and intrinsic motivation).

    “Significant positive correlations were found between students' online learning readiness in the dimension of technical competencies and both types of autonomous motivation (identified and intrinsic motivation).”
    Quote in the paperSubstantial claim
  • Findingown data

    Some students reported autonomous motivation despite having expressed a rather dismissive attitude towards playing online and computer games in general.

    “Surprisingly, some students reported autonomous motivation, despite having expressed a rather dismissive attitude towards playing online and computer games in general.”
    Quote in the paperNot a substantial claim
  • Findingown data

    Students who indicated rather low online learning readiness tended to show non-autonomous motivation (amotivation).

    “As expected, students who indicated rather low online learning readiness tended to show non-autonomous motivation (amotivation).”
    Quote in the paperSubstantial claim
  • Findingown data

    Negative correlations were found between both types of autonomous motivation (intrinsic and identified motivation) and the dimensions of extrinsic motivation and amotivation.

    “Negative correlations were found between both types of autonomous motivation (intrinsic and identified motivation) and the dimensions of extrinsic motivation and amotivation.”
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    Findingnone given

    Progress bars were positively evaluated and were accepted as a management tool for individual learning strategies.

    “Progress bars were positively evaluated and were accepted as a management tool for individual learning strategies.”
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    Findingnone given

    Acquiring digital badges reportedly felt like appreciation directly awarded by the students' instructor.

    “Acquiring digital badges reportedly felt like appreciation directly awarded by the students' instructor.”
    Quote in the paperNot a substantial claim
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    Findingown data

    Almost all students stated that they appreciated the gamification concept and that it should be implemented into more modules of their course of study in the future.

    “Nevertheless, almost all students stated that they appreciated the gamification concept and that it should be implemented into more modules of their course of study in the future.”
    Quote in the paperSubstantial claim
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    Findingown data

    Only 20% of the students in this case study rejected the concept of gamification in the online learning environment and were therefore assigned to the group of amotivation.

    “Only 20% of the students in this case study rejected the concept of gamification in the online learning environment and were therefore assigned to the group of amotivation (see Fig. 1).”
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    Findingown data

    Results of the quantitative data for research question (2) showed high values on all three dimensions of OLR for intrinsic and identified motivated students (between 64 and 76%), as high scores of OLR were associated with high scores of autonomous motivation (intrinsic and identified motivation).

    “Results of the quantitative data for research question (2) showed high values on all three dimensions of OLR for intrinsic and identified motivated students (between 64 and 76%, see Fig. 2), as high scores of OLR were associated with high scores of autonomous motivation (intrinsic and identified motivation).”
    Quote in the paperSubstantial claim
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    Findingown data

    Four interviewees were assigned to identified motivation.

    “Four interviewees were assigned to identified motivation.”
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    Findingown data

    Although more than three-quarters of the participants could be attributed to autonomous motivation, low values in overall affinity towards online and computer games were observed in this sample.

    “Surprisingly, although more than three-quarters of the participants could be attributed to autonomous motivation, low values in overall affinity towards online and computer games were observed in this sample.”
    Quote in the paperSubstantial claim
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    Findingown data

    They considered themselves to be active and believed that they would take the initiative in starting conversations or sharing ideas with their fellow students.

    “They considered themselves to be active and believed that they would take the initiative in starting conversations or sharing ideas with their fellow students.”
    Quote in the paperNot a substantial claim
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    Findingown data

    Low values in the dimension of OLR were associated with amotivation, whereas high values in the dimension of social competencies with teachers and fellow students were associated with high values of autonomous motivation.

    “Low values in the dimension of OLR were associated with amotivation, whereas high values in the dimension of social competencies with teachers and fellow students were associated with high values of autonomous motivation (see Table 6).”
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    • cites Table 6

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    Findingnone given

    Some results of previous studies could not be reproduced in this case study.

    “Some results of previous studies could not be reproduced in this case study.”
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    Findingown data

    No significant correlation was found between technical competencies and extrinsic motivation, nor between social competencies with teachers or fellow students and all forms of motivation.

    “No significant correlation was found between technical competencies and extrinsic motivation or between social competencies with teachers or fellow students and all forms of motivation (see Table 6).”
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    • cites Table 6

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    Findingown data

    Only 25% of the interviewed students agreed to the items of online and computer games, whereas three quarters disagreed that online and computer games were enjoyable or interesting.

    “The research question (3) revealed that only 25% of the students interviewed agreed to the items of online and computer games, whereas three quarter of the participants disagreed that online and computer games were enjoyable or interesting.”
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    Findingnone given

    They behaved appropriately to their categorized regulation type and acted rather passively.

    “They behaved appropriately to their categorized regulation type and acted rather passively.”
    Quote in the paperNot a substantial claim
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    Findingown data

    Technical competencies of OLR showed a significant positive correlation with intrinsic motivation (r = .44, p < .05) and with identified motivation (r = .43, p < .05).

    “The dimension technical competencies of OLR showed a significant and positive correlation with intrinsic motivation (r = .44,p < .05)as well as with identified motivation (r = .43,p < .05).”
    • Also stated in: § Students' online learning readiness and associated types of motivation · plain
      “High values in self-reported technical competencies were linked to high values of autonomous motivation.”
    • Also stated in: § Conclusion · plain
      “Likewise, results reflected a significant correlation in the dimension of technical competencies of OLR with intrinsic and identified motivation.”
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    • cites Table 6

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    Findingown data

    Findings showed a high level of study-satisfaction, since about 88% of the students agreed to the items of study-satisfaction with regards to content, conditions and coping.

    “Findings showed a high level of studysatisfaction, since about 88% of the students agreed to the items of study-satisfaction with regards to content, conditions and coping (see Fig. 3).”
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    Findingown data

    Some of the interviewees cautioned that gamification might lead to demotivation because students were not only able to follow their progress but were also able to confirm their lack of knowledge and as a result may become discouraged.

    “Finally, however, some of the interviewees cautioned that gamification might lead to demotivation because students were not only able to follow their progress but were also able to confirm their lack of knowledge and as a result may become discouraged.”
    Quote in the paperSubstantial claim
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    Findingown data

    Students very much appreciated badges as a way of receiving direct feedback from instructors and of gaining recognition for their efforts.

    “Students very much appreciated badges as a way of receiving direct feedback from instructors and of gaining recognition for their efforts.”
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    Premisecitation

    SDT has been used as a framework to investigate student's motivation and engagement in online learning along with gamification.

    “As a part of online learning along with gamification, it has been used as a framework to investigate student's motivation and engagement (Dichev, Dicheva, Angelova, & Agre, 2015;Lamprinou & Paraskeva, 2015;Sailer, Hense, Mayr, & Mandl, 2017;Shi & Cristea, 2016).”
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    • cites Dichev, Dicheva, Angelova, & Agre, 2015 source

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    • cites Lamprinou & Paraskeva, 2015 source

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    • cites Sailer, Hense, Mayr, & Mandl, 2017 source

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    Premisecitation

    Scales for measuring online learning readiness include at least four or five dimensions.

    “Scales for measuring online learning readiness include at least four or five dimensions (Hung, Chou, Chen, & Own, 2010;Yu & Richardson, 2015) which capture the above-stated factors.”
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    • cites Yu & Richardson, 2015

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    Premisecitation

    The self-determination theory has been applied in many research fields as an approach to human motivation and personality.

    “The self-determination theory (SDT) of Deci andRyan (1985, 1993) has been applied in many research fields as an approach to human motivation and personality (Ryan & Deci, 2017).”
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    • cites Ryan & Deci, 2017

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    Premisecitation

    A continuous growth in distance online learning has been observed in recent years and this method of learning is fast becoming a significant constituent of higher education.

    “A continuous growth in distance online learning has been observed in recent years and this method of learning is fast becoming a significant constituent of higher education (Allen & Seaman, 2013).”
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    Premisecitation

    Motivation is one of the key determinants for successful online learning.

    “In addition, motivation is one of the key determinants for successful online learning (Lineham, Kirman, Lawson, & Chan, 2011).”
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    • cites Lineham, Kirman, Lawson, & Chan, 2011

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    Premisenone given

    Intrinsic motivation is considered the most beneficial type of motivation as it is associated with activities that are done for fun and pleasure and satisfaction.

    “Intrinsic motivation is considered the most beneficial type of motivation as it is associated with activities that are done for fun and pleasure and satisfaction.”
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    Study design and conductnone given

    The surveys used in the questionnaire had been confirmed in previous research to be valid tools in measuring the desired construct.

    “These surveys had been confirmed in previous research to be valid tools in measuring the desired construct.”
    Quote in the paperSubstantial claim
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    Interpretationcitation

    Badges and progress bars were expected to help foster own goal-setting and learning strategies in the self-determined learning environment at hand.

    “In addition, badges and progress bars were expected to help foster own goal-setting and learning strategies (Werbach & Hunter, 2012) in the self-determined learning environment at hand.”
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    • cites Werbach & Hunter, 2012

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    Premisecitation

    The concept of study-satisfaction includes content, conditions and coping as three important factors and uses self-reported measures to make statements about students' satisfaction with their course of studies.

    “The concept of study-satisfaction includes content, conditions and coping as three important factors and uses selfreported measures to make statements about students' satisfaction with their course of studies (Schiefele & Jacob-Ebbinghaus, 2006;Westermann, Heise, Spies, & Trautwein, 1996).”
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    • cites Westermann, Heise, Spies, & Trautwein, 1996

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    Interpretationreasoning

    Players' general attitudes towards online and computer games may be a successful predictor of study-satisfaction within the context of the study module under observation, which was gamified with badges and progress bars.

    “Considering the fun associated with games, triggering happiness and well-being, players' general attitudes towards online and computer games may be a successful predictor of study-satisfaction within the context of the study module under observation, which was gamified with the game elements of badges and progress bars.”
    Quote in the paperNot a substantial claim
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    Study design and conductreasoning

    The omission of two amotivation items was acceptable because the two remaining questions were content-related to amotivation and typically represented this regulation type.

    “The omission was acceptable due to the fact that the two remaining questions were content-related to amotivation and typically represented this regulation type.”
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    Study design and conductcitation

    Some items were translated with the forward translation method in order to be understood by the participating students.

    “Some of the items were translated with the forward translation method in order to be understood by the participating students (Beaton, Bombardier, Guillemin, & Ferraz, 2007).”
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    Study design and conductnone given

    The questionnaire comprised items of surveys previously used in other surveys and tested and adapted for this case study.

    “The questionnaire comprised items of surveys previously used in other surveys and tested and adapted for this case study.”
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    Interpretationcitation

    Digital badges and progress bars were chosen as game elements because both features were expected to support progress, mastery and recognition and to thereby generate learner engagement, motivation and interaction.

    “Digital badges and progress bars were chosen as game elements because both features were expected to support progress, mastery and recognition and to thereby generate learner engagement, motivation and interaction (Hakulinen et al., 2015;Utomo & Santoso, 2015;Werbach & Hunter, 2012).”
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    • cites Utomo & Santoso, 2015

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    • cites Werbach & Hunter, 2012

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    Premisenone given

    The inconclusive findings either depend on the amount of game elements, used context, kind of media, or target group.

    “The inconclusive findings either depend on the amount of game elements, used context, kind of media, or target group.”
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    Premisecitation

    There is still insufficient evidence to support the benefits of gamification and a lack of knowledge on how to gamify motivational designs.

    “Since results on the benefits of gamification were mixed and only limited research has so far been undertaken on its use in educational subjects in comparison to science subjects, there is still insufficient evidence to support the benefits of gamification and a lack of knowledge on how to gamify motivational designs (Dichev & Dicheva, 2017).”
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    Study design and conductown data

    Since histograms, Q-Q plots and a Shapiro-Wilk test of normality indicated that most of the variables were not normally distributed, Spearman's rho for non-parametric tests was used to assess correlations.

    “Since histograms, Q-Qplots and a Shapiro-Wilk test of normality indicated that most of the variables were not normally distributed, Spearman's rho for non-parametric tests was used to assess correlations.”
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    Premisecitation

    The fun in games arises from the mastery and comprehension of the player, resulting in satisfaction and promoting a sense of well-being.

    “The fun in games arises from the mastery and comprehension of the player, resulting in satisfaction and promoting a sense of well-being (Koster, 2013;McGonigal, 2011;Seligman, 2012).”
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    • cites McGonigal, 2011

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    • cites Seligman, 2012

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    Premisecitation

    The use of game elements in online learning environments is said to foster students' motivation and to achieve changes in students' learning behavior.

    “The use of game elements in online learning environments is said to foster students' motivation and to achieve changes in students' learning behavior (Deterding et al., 2011;Kapp, 2012;Werbach & Hunter, 2012).”
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    • cites Kapp, 2012

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    • cites Werbach & Hunter, 2012

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    Premisecitation

    In Yu and Richardson (2015), the social competencies in general subscale reached an internal consistency of α = .87.

    “This is in contrast to previous results of Yu and Richardson (2015), who in their sample reached an internal consistency of α = .87for this subscale.”
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    Study design and conductown data

    The amotivation subscale did not reach a sufficiently high Cronbach's alpha (α = .49), similar to the findings of Guay, Vallerand, and Blanchard (2000).

    “In the study, the subscale amotivation also did not reach a sufficiently high Cronbach's alpha (α = .49),similar to the findings of Guay, Vallerand, and Blanchard (2000).”
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    Study design and conductcitation

    A mixed methods approach was deemed suitable because integration of quantitative and qualitative data was expected to reveal a more comprehensive and complete picture in interpreting the problem posed.

    “A mixed methods approach was chosen and deemed to be suitable since the integration of both quantitative and qualitative data was expected to reveal a more comprehensive and complete picture in interpreting the problem posed (Creswell & Plano Clark, 2011).”
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    Premisenone given

    Student satisfaction is a relevant factor that allows instructors to evaluate their students' learning conditions and to gain information on how they cope with their course of studies.

    “Besides motivation, student satisfaction is another relevant factor that allows instructors to evaluate their students' learning conditions and to gain information on how they cope with their course of studies.”
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    Premisecitation

    A recent meta-analysis concluded that more than 60% of the surveyed studies which investigated gamification in general were inconclusive and about 20% were positive, and ten per cent even showed a negative result.

    “A recent meta-analysis concluded that more than 60% of the surveyed studies which investigated gamification in general were inconclusive and about 20% were positive.Ten per cent even showed a negative result (Dichev & Dicheva, 2017).”
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    Study design and conductreasoning

    Given the inconclusive results of previous studies, a mixed methods approach was expected to be more appropriate in understanding how the students perceived the gamification concept.

    “Given the inconclusive results of previous studies, such an approach was expected to be more appropriate in understanding how the students perceived the gamification concept.”
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    Study design and conductcitation

    The interview guideline was prepared using a theory-based and rule-guided method.

    “the guideline for which was prepared using a theory-based and rule-guided Notes: n = number, Min/Max = scale range of answers, M = means, SD = standard deviations, α = Cronbach's Alpha method (Gläser & Laudel, 2010).”
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    Interpretationreasoning

    Attitudes towards gaming may also give insights into the acceptance of both game elements within the non-game context.

    “Attitudes towards gaming may also give insights into the acceptance of both game elements within the non-game context.”
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    Premisecitation

    Different results were also found in the application of the same type of game elements regarding motivation, engagement, or learning performance.

    “Different results were also found in the application of the same type of game elements regarding motivation, engagement, or learning performance (Dichev & Dicheva, 2017;Nacke & Deterding, 2017).”
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    Interpretationown data

    Students in this sample were generally not fond of online and computer games, yet high values in the dimensions of study-satisfaction in a gamified learning environment were reported.

    “Even though there was a high disagreement for the items of online and computer games, meaning that students in this sample were generally not fond of online and computer games, high values in the dimensions of study-satisfaction in a gamified learning environment were reported.”
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    Interpretationcitation

    These results are in line with previous researches (Hung et al., 2010; Roper, 2007; Salaberry, 2000).

    “These results are in line with previous researches (Hung et al., 2010;Roper, 2007;Salaberry, 2000).”
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    Study design and conductcitation

    The qualitative content analysis was the applied method because the interest of the study was focused on content and theme.

    “Since the interest of the study was focused on content and theme, the qualitative content analysis was the applied method (Mayring, 2015).”
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    • cites Mayring, 2015

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    Interpretationown data

    Students largely showed that they were motivated and satisfied within the gamified learning environment.

    “Students largely showed that they were motivated and satisfied within the gamified learning environment.”
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    Interpretationown data

    These findings are in line with results of Kim and Frick (2011) or Sølvberg (2003).

    “These findings are in line with results of Kim and Frick (2011) or Sølvberg (2003).”
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    Interpretationreasoning

    The absence of extrinsic regulation type is in line with expectations because participation in the gamification program was voluntary and there were no extrinsic rewards associated with the gamification activities.

    “This is in line with expectations, as participation in the gamification program was voluntary and there were no extrinsic rewards associated with the gamification activities.”
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    Study design and conductreasoning

    The combination of the two surveys as a mixed methods approach allowed a more comprehensive classification of the results than each method individually.

    “In this respect, the combination of the two surveys as a mixed methods approach allowed a more comprehensive classification of the results than each method individually.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationown data

    This motivation type represents a high-quality learning and was supported with badges and progress bars.

    “This motivation type represents a high-quality learning and was supported with badges and progress bars.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Study-satisfaction is a relevant factor for universities as it raises the attractiveness of higher education institutions.

    “Studysatisfaction is a relevant factor for universities as it raises the attractiveness of higher education institutions (Gremler & McCollough, 2002).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gremler & McCollough, 2002 source

      Not checked in the free run.

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

    Study design and conductreasoning

    Gamification was a voluntary option for the students and did not have any direct effect on their term paper, which reduced the subjective relevancy of the option for their studies and may have consequently hampered active participation.

    “Another aspect to be considered was that the gamification was a voluntary option for the students and also did not have any direct effect on their term paper.This reduced the subjective relevancy of the option for their studies and may have consequently hampered active participation.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductown data

    The dimensions of OLR in this study had to be reduced for the subscale of social competencies in general, since the values were not satisfactory.

    “Finally, the dimensions of OLR in this study had to be reduced for the subscale of social competencies in general, since the values were not satisfactory.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation

    This is in contrast to the research of Yu and Richardson (2015) where the same tool was used for online learning students.

    “This is in contrast to the research of Yu and Richardson (2015) where the same tool was used for online learning students.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Yu and Richardson (2015)

      Not checked in the free run.

  • May combine two claims.

    Interpretationcitation

    These needs accomplish the same effect when playing video games, and therefore it might be explained that autonomously perceived motivation is associated with study satisfaction in the dimension of coping in the context of learning with badges and progress bars.

    “However, these needs accomplish the same effect when playing video games (Rigby & Ryan, 2011) and therefore, it might be explained that autonomously perceived motivation is associated with study satisfaction in the dimension of coping in the context of learning with badges and progress bars.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Rigby & Ryan, 2011 source

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Interpretationreasoning

    It might be reasonable that the range was limited through the omission of one subscale, even though the used subscales reflected a more detailed insight.

    “It might be reasonable that the range was limited through the omission of one subscale, even though the used subscales reflected a more detailed insight.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductnone given

    Socio-demographic factors were not considered in the present survey but could be of value in getting more reliable findings for students' specific needs for a gamified learning in distance higher education.

    “In addition, socio-demographic factors were not considered in the present survey but could be of value in getting more reliable findings for students' specific needs for a gamified learning in distance higher education.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    These important findings underline the fact that motivational aspects are important key requirements for meaningful online learning.

    “These important findings underline the fact that motivational aspects are important key requirements for meaningful online learning.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationown data

    Progress bars were neither perceived nor clearly identified as game elements within this context, but rather as a tool to organize and to structure online learning.

    “These statements reflect an important result, since they show that progress bars were neither perceived nor clearly identified as game elements within this context, but rather as a tool to organize and to structure online learning.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Premisecitation

    These psychological needs are fulfilled in the autonomous forms of motivation (intrinsic and identified motivation) which facilitates students' self-regulated learning, performance and well-being.

    “These psychological needs are fulfilled in the autonomous forms of motivation (intrinsic and identified motivation) which facilitates students' self-regulated learning, performance and well-being (Niemiec & Ryan, 2009).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Niemiec & Ryan, 2009 source

      Not checked in the free run.

  • May combine two claims.

    Interpretationreasoning

    Hence, the surveyed students are satisfied with their academic studies and their online learning.

    “Hence, the surveyed students are satisfied with their academic studies and their online learning.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Their results were valid and reliable for all subscales.

    “Their results were valid and reliable for all subscales.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Yu and Richardson (2015)

      Not checked in the free run.

  • May combine two claims.

    Study design and conductreasoning

    The construct of regulation types worked as expected in the study, and hence only autonomous motivation or amotivation types were found to be applicable.

    “This fact shows that the construct of regulation types worked as expected in the study and hence, only autonomous motivation or amotivation types were found to be applicable.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Study design and conductreasoning

    The presented research should be seen as a case study that gives insights into the context at hand only.

    “For this reason, the presented research should be seen as a case study that gives insights into the context at hand only.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Study-satisfaction is also a major outcome variable in assessing teaching interventions associated with student persistence.

    “It is also a major outcome variable in assessing teaching interventions associated with student persistence (Park & Choi, 2009;Lee & Choi, 2013).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Park & Choi, 2009

      Not checked in the free run.

    • cites Lee & Choi, 2013 source

      Not checked in the free run.

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

    Study design and conductreasoning

    An advantage could be seen in that the respondents of the qualitative survey supported the trends of the results of the quantitative survey and provided important additional information for the research interest.

    “An advantage could be seen in that the respondents of the qualitative survey supported the trends of the results of the quantitative survey and provided important additional information for the research interest.”
    Quote in the paperNot a substantial claim
69 of 69

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?

  • 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.”

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.

  • Autonomous motivation is said to occur in more than all participants

    Minor

    "More than three-thirds" means more than 100% of participants, contradicting the paper's reported figure of about 80%.

  • Extrinsic-motivation correlations are described as negative but shown as positive

    Minor

    The text says extrinsic motivation correlates negatively with both autonomous motivation types. Table 3 reports positive correlations of .33 with intrinsic motivation and .31 with identified motivation.

2 of 2

Cites

Flagged first, then by citations

1 of the 60 references couldn’t be matched to a known paper.

Research works printed but not linked: 4

  1. Cohen, J. (2009). Statistical power analysis for the behavioral sciences (2nd, reprint). Hillsdale: Erlbaum.
  2. Koster, R. (2013). The theory of fun for game design, (2nd ed., ). Sebastopol: O’Reilly Media.
  3. Patterson, B., & McFadden, C. (2012). Attrition in online campus degree programs. The Online Journal of Distance Education Administration. Retrieved from https://www.westga.edu/~distance/ojdla/summer122/patterson112.html . Accessed 9 May 2018.
  4. Selting, M., Auer, P., Barden, B., Bergmann, J., Couper-Kuhlen, E., Günthner, S., … Uhmann, S. (1998). Gesprächsanalytisches Transkriptionssystem (GAT). Linguistische Berichte, 173, 91–122.

Cited by

Sorted by citations

Authors
Bovermann, K., Weidlich, J., & Bastiaens, T.
Affiliations
FernUniversität in Hagen (DE)
Corresponding author
Bovermann, Klaudia
Venue
International Journal of Educational Technology in Higher Education
Published
2018-07-17
Volume
15
Issue
1
ISSN
2365-9440 (ISSN-L)
OpenAlex
W2805220797
Cited by
139
References
60
Citations by year
2026: 1 · 2025: 14 · 2024: 23 · 2023: 35 · 2022: 28 · 2021: 16 · 2020: 19 · 2019: 2 · 2018: 1
FWCI
18.68
Type
journal article
Language
en
Open access
Locations
  • International Journal of Educational Technology in Higher Education (publishedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • DSpace (Open University in the Netherlands) (submittedVersion, cc-by)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Online and Blended Learning
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
gamification, e-learning readiness, distance education, Moodle, autonomous motivation, intrinsic motivation, identified motivation, amotivation, digital badges, progress bar, student engagement, learning satisfaction, university students

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.

Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-10.

Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-10.

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.

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