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

The DOI matches its Crossref record; 59 of the 60 references it cites were found in a registry or an index; none of the 62 sources its claims cite is checked for support yet.

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.

Overview

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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

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  • Probably not a substantial claim. 44
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Citations

Cites

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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.

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Metadata

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

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