Authors
Elise Lavoué, Qinjie Ju, Stuart Hallifax, Audrey Serna
Publication date
2021/10/1
Journal
International Journal of Human-Computer Studies
Volume
154
Pages
102670
Publisher
Academic Press
Description
Over the last ten years, gamification has been widely integrated in digital learning environments as a way to increase learners’ motivation. However, little is known about engaged behaviors adopted by learners when using gamified learning environments. In this paper, we analyze learners’ interactions with a gamified learning environment to study learners’ engagement in this particular context and to identify the factors that influence engaged behaviors. We also analyze the complex relationships that exist between learners’ engagement and motivation. We conducted a large-scale field study in ecological conditions, involving 257 students (13-14 years’ old) in 12 classes, from 4 different middle schools. We identified a model of engagement that distinguishes two types of engaged behaviors: an achievement-oriented engagement for initially intrinsically motivated learners or high achiever learners, and a perfection …
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