Gamification Equilibrium: The Fulcrum for Balanced Intrinsic Motivation and Extrinsic Rewards in Electronic Learning Systems

被引:11
作者
Dah, John [1 ]
Hussin, Norhayati [1 ]
Zaini, Muhamad Khairulnizam [1 ]
Helda, Linda Isaac [2 ]
Ametefe, Divine Senanu [3 ]
Aliu, Abdulmalik Adozuka [4 ]
Suqi, Wang [4 ,5 ]
Caliskan, Aziz [6 ]
机构
[1] Univ Teknol MARA UiTM, Coll Comp Informat & Math, Puncak Perdana 40150, Selangor, Malaysia
[2] Taraba State Univ, Coll Nursing & Midwifery, Sch Midwifery, Jalingo 660271, Taraba State, Nigeria
[3] Univ Teknol Mara UiTM, Sch Elect Engn, Coll Engn, Shah Alam 40450, Selangor, Malaysia
[4] Univ Teknol MARA UiTM, Coll Built Environm, Shah Alam 40450, Selangor, Malaysia
[5] Huaiyin Inst Technol, Fac Arch & Civil Eng, Huaian, Jiangsu, Peoples R China
[6] Univ Teknol MARA UiTM, Fac Hotel & Tourism Management, Shah Alam 40450, Malaysia
来源
INTERNATIONAL JOURNAL OF SERIOUS GAMES | 2023年 / 10卷 / 03期
关键词
Gamification; Intrinsic motivation; Extrinsic motivation; Game elements; Game mechanics; SELF-DETERMINATION THEORY; SOCIAL NETWORKING; USER ACCEPTANCE; VIDEO GAMES; ENGAGEMENT; PLAY; INFORMATION; EDUCATION; STUDENTS; DESIGN;
D O I
10.17083/ijsg.v10i3.633
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
In this study, we developed a concept for balancing extrinsic rewards and intrinsic motivation in gamified learning systems by applying the principles of equilibrium found in first-class levers. Despite the growing interest in gamification as a tool to enhance motivation and engagement, empirical findings are inconsistent, and there is no unified agreement among researchers on its effective implementation. Gamification employs game design elements and principles to enhance user experience in various contexts, including the field of education and learning. However, its application in Information Systems (IS) and beyond has revealed inconsistencies and challenges that this study aims to explore. Our review identifies an overreliance on narrow models and shallow design (focusing solely on badges, points, and leaderboards, known as "BPL gamification") as contributing factors to the failure of some gamified systems. These approaches can lead to an imbalance between extrinsic and intrinsic motivation, resulting in the "Overjustification effect," a phenomenon that undermines the effectiveness of gamification. By providing a more nuanced understanding of how to select and apply game elements, this study aims to mitigate these challenges and promote a more successful implementation of gamification, avoiding common pitfalls and cliches in design.
引用
收藏
页码:83 / 116
页数:34
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