Exploring the role of gamification in motivating students to learn

AbstractUsing an integration of the Attention, Relevance, Confidence, and Satisfaction (ARCS) model and the Self-Determination Theory (SDT). This study explored university students’ motivation to learn through the use of gamification. A quantitative approach was used to obtain data from 60 students...

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Bibliographic Details
Main Authors: Charles Baah, Irene Govender, Prabhakar Rontala Subramaniam
Format: Article
Language:English
Published: Taylor & Francis Group 2023-12-01
Series:Cogent Education
Subjects:
Online Access:https://www.tandfonline.com/doi/10.1080/2331186X.2023.2210045
Description
Summary:AbstractUsing an integration of the Attention, Relevance, Confidence, and Satisfaction (ARCS) model and the Self-Determination Theory (SDT). This study explored university students’ motivation to learn through the use of gamification. A quantitative approach was used to obtain data from 60 students who participated in a gamified course utilizing a closed-ended questionnaire. The students were chosen using a random sampling method. Structural equation model (SEM) was used to assess the collected quantitative data. It was revealed through the study that the satisfaction attribute of motivation influences students’ engagement in learning whereas attention, relevance, confidence and relatedness do not. This research added to the existing discussion on the use of ARCS and SDT to explain why students are motivated to learn when gamification is used in universities.
ISSN:2331-186X