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Full Terms & Conditions of access and use can be found at http://www.tandfonline.com/action/journalInformation?journalCode=nile20 Download by: [Universitätsbibliothek Paderborn] Date: 15 January 2018, At: 01:55 Interactive Learning Environments ISSN: 1049-4820 (Print) 1744-5191 (Online) Journal homepage: http://www.tandfonline.com/loi/nile20 Gamification and student motivation Patrick Buckley & Elaine Doyle To cite this article: Patrick Buckley & Elaine Doyle (2016) Gamification and student motivation, Interactive Learning Environments, 24:6, 1162-1175, DOI: 10.1080/10494820.2014.964263 To link to this article: https://doi.org/10.1080/10494820.2014.964263 Published online: 09 Oct 2014. Submit your article to this journal Article views: 6098 View related articles View Crossmark data Citing articles: 11 View citing articles

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Page 1: Gamification and student motivation - uni-paderborn.de · 2018-01-15 · and keep coming back” (Zichermann & Cunningham, 2011, p. ix). As educators, this is what we strive for:

Full Terms & Conditions of access and use can be found athttp://www.tandfonline.com/action/journalInformation?journalCode=nile20

Download by: [Universitätsbibliothek Paderborn] Date: 15 January 2018, At: 01:55

Interactive Learning Environments

ISSN: 1049-4820 (Print) 1744-5191 (Online) Journal homepage: http://www.tandfonline.com/loi/nile20

Gamification and student motivation

Patrick Buckley & Elaine Doyle

To cite this article: Patrick Buckley & Elaine Doyle (2016) Gamification and student motivation,Interactive Learning Environments, 24:6, 1162-1175, DOI: 10.1080/10494820.2014.964263

To link to this article: https://doi.org/10.1080/10494820.2014.964263

Published online: 09 Oct 2014.

Submit your article to this journal

Article views: 6098

View related articles

View Crossmark data

Citing articles: 11 View citing articles

Page 2: Gamification and student motivation - uni-paderborn.de · 2018-01-15 · and keep coming back” (Zichermann & Cunningham, 2011, p. ix). As educators, this is what we strive for:

Gamification and student motivation

Patrick Buckleya and Elaine Doyleb*

aDepartment of Management and Marketing, University of Limerick, Limerick, Ireland; bDepartmentof Accounting and Finance, Kemmy Business School, University of Limerick, Limerick, Ireland

(Received 7 April 2014; final version received 8 September 2014)

The literature suggests that gamified learning interventions may increase studentengagement and enhance learning. We empirically investigate this by exploring theimpact of intrinsic and extrinsic motivation on the participation and performance ofover 100 undergraduate students in an online gamified learning intervention. Thepaper makes a number of contributions. First, by synthesizing the literature thecentral concepts required for a learning intervention to be considered gamified aremapped and the development of an online gamified learning intervention is described.Second, the effect of gamification on learning outcomes is examined using a pre- andpost-intervention survey. We find that gamified learning interventions have a positiveimpact on student learning. Third, our results show that while generally positive, theimpact of gamified intervention*ns on student participation varies depending onwhether the student is motivated intrinsically or extrinsically. These findings will beof practical interest to teaching and learning practitioners working in a range ofeducational contexts, and at all levels of education, who wish to increase studentengagement and enhance learning.

Keywords: gamification; intrinsic motivation; extrinsic motivation; prediction market

Introduction

Gamification has generated increased attention recently across a range of contexts. At the2011 Gamification Summit, M2 Research forecasted that the gamification market wouldreach €2.8 billion in direct spending in the USA by 2016 (M2 Research – Gamification,2013). The Gartner Group suggests that by 2015 more than 50% of organizations managinginnovation processes will gamify them (Gartner, 2011). The interest in gamification arisesfrom the idea that it influences behaviour. Games provoke powerful emotional responses,such as curiosity, frustration and joy (McGonigal, 2011). People are posited to be moreengaged and more productive when playing games (Kim, 2012). Games and play areimbedded in our cultural history and identity. However, we are also beginning to understandthat we are hardwired to play, with researchers increasingly discovering complex relation-ships between our brains, neural systems and game play (Zichermann & Cunningham,2011). Done effectively, gamification can align the interests of the game designer withthe interests and motivations of players. Product designers and marketers are leveragingthis alignment in business contexts to “make them [consumers] come in, bring friends

© 2014 Informa UK Limited, trading as Taylor & Francis Group

*Corresponding author. Email: [email protected]

Interactive Learning Environments, 2016Vol. 24, No. 6, 1162–1175, http://dx.doi.org/10.1080/10494820.2014.964263

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and keep coming back” (Zichermann & Cunningham, 2011, p. ix). As educators, this iswhat we strive for: capturing the attention and interest of our students, and having themengage in a manner that sustains their interest and keeps them coming back for more.The merits and disadvantages of using gamification in a higher level education contextare the subject of recent debate in the literature (Domínguez et al., 2013; Lee &Hammer, 2011). In this paper, we seek to move the debate forward by empirically investi-gating the impact of gamification in a web-based educational context.

The paper makes a number of contributions. First, by synthesizing the literature thecentral concepts required for a learning intervention to be considered gamified aremapped and the development of an online gamified learning intervention is outlined.Second, we examine the impact of gamification on learning outcomes. One of the advan-tages ascribed to gamification is the positive impact it can have on engagement, partici-pation and learning behaviours. However, learner engagement needs to be understood interms of both internal and external motivation (Deci, Koestner, & Ryan, 2001). Our finalcontribution is to investigate the relationship between motivation and participation inonline gamified learning interventions.

In the remainder of this paper we review the literature on gamification and motivation,thus deriving our research questions and our hypotheses. Of particular note is our synthesisof the literature to develop a schedule of the key design elements associated with gamifica-tion. In the methodology section, we describe our online gamified learning intervention andthe data collection instruments used. The next section presents our results, while we con-clude with a discussion of the implications of our research and suggestions for further work.

Literature review

Gamification

Gamification is “using game-based mechanics, aesthetics and game thinking to engagepeople, motivate action, promote learning, and solve problems” (Kapp, 2012, p. 10). Gami-fication applies characteristics associated with video games, such as game mechanics andgame dynamics, to non-game applications (Simões, Redondo, & Vilas, 2013). It is impor-tant to distinguish gamification from the well-established use of computer games in edu-cation (Squire, 2003). As well as a plethora of business simulation games, a range ofcommercial games such as Civilization, Railroad Tycoon and World of Warcraft havebeen used as learning tools. However, as a pedagogical concept gamification does notnecessarily involve the use of an actual game or information technology. Rather, it involvesthe integration of design elements or activity patterns traditionally found in games into edu-cational contexts.

The literature identifies several design elements of games that can be integrated intoeducational contexts. Both traditional and video games tend to have objective, specificrules (Smith-Robbins, 2011). Salen and Zimmerman (2004, p. 81) define a game as “asystem in which players engage in an artificial conflict defined by rules that results in aquantifiable outcome.” In a gamified learning intervention, rules structure the learningactivity, placing clear limits on the actions a learner can take. This makes it fundamentallydifferent from free-form learning activities, such as essays, projects or presentations. Forexample, when writing an essay, a student can use an infinite variety of sentences to con-struct a narrative.

Games have reward systems. Individuals receive rewards for achieving a goal or over-coming an obstacle. Examples are badges or prizes (Glover, 2013). One term used to

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identify different types of rewards is SAPS – Status, Access, Power and Stuff (Zichermann& Cunningham, 2011). The reward is often not directly related to the goal achieved butserves as notice to the player and others that a level of competence has been achieved. Pro-gress tracking is often enabled and guided by reward systems; progress towards an overallobjective is mapped out by a sequence of intermediate goals.

Game playing is associated with trial, error, failure and eventual success through prac-tice, experience, reflection and learning. A key objective of most games is not to forbidfailure but to develop a positive relationship with it. Failure is not seen as an end, but asa step on the journey to mastery. Gamified learning interventions seek to maintain a positiverelationship with failure by creating rapid feedback cycles and keeping the stakes for indi-vidual learning episodes low (Lee & Hammer, 2011).

In many ways, the paradigm that governs current educational systems has many game-like elements. Most assessments strive for objectivity and continuous assessment is seen asdesirable. Students earn points for completing assignments correctly. These translate intocomparable rewards – grades. If they perform well, students “level up” by proceeding toa more advanced course of study at the end of every academic year (Lee & Hammer,2011). What distinguishes gamification most distinctly from more traditional approachesis the explicit use of competition as a motivational tool. This competitive element is asource of motivation (Nicholson, 2012). It is often operationalized in the form of aleader board ranking players on the basis of performance in the game (Deterding, Dixon,Khaled, & Nacke, 2011). These ranking systems serve as motivators because participantssee their efforts publicly and instantly recognized (Domínguez et al., 2013) (Table 1).

Motivation

Motivation is a theoretical construct used to explain the initiation, direction, intensity, per-sistence and quality of behaviour (Maehr & Meyer, 1997). It is multi-dimensional and ispresented in the literature as being variable in both level (i.e. the magnitude of motivationan individual has) and orientation (i.e. the type of motivation an individual experiences)(Ryan & Deci, 2000). It is used as a dependent or mediating variable to explain a vastrange of human behaviours across contexts and environments. In education, motivationis considered a key determinant of learning. It is used to explain the attention and effort stu-dents dedicate to particular learning activities (Brophy, 2013). For this reason, part of therole of the teacher is managing learner motivation. In most circumstances, the objectiveis to increase motivation levels with a view to engendering positive outcomes, such asincreased effort, persistence and enhanced performance.

Table 1. List of common gamification design elements.

Gamificationelement Description

Objective, specificrules

Gamified activities have rules which predetermine the actions a player can orcannot take

Rewards Gamified learning activities have a reward system that provides participantswith SAPS for interacting with the game successfully

Rapid feedbackcycles

Gamified activities focus on providing rapid feedback so that participants canquickly learn how to improve at the game

Competitive element Gamified activities present participants with a challenge, while the objectiveoutcome associated with games allows for ranking of participants

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The two main categories of student motivation are intrinsic and extrinsic (Deci et al.,2001). Intrinsic motivation involves learners being interested in what they learn and inthe learning process itself (Harlen & Deakin Crick, 2003). It is an “innate psychologicalneed for competence and self-determination” (Deci et al., 2001, p. 3). Conceptually, it isclosely associated with cognitive behavioural theories and the work of Piaget who positsthat when individuals experience discrepancy between their experienced knowledge ofthe world and their private, internally held knowledge, they are driven to eliminate this dis-crepancy (see, e.g. Piaget & Cook, 1952).

Extrinsic motivation is associated with individuals who engage in learning because it isa means to an end, relatively disassociated from the content and subject of learning (Harlen& Deakin Crick, 2003). Extrinsic motivation is associated with B.F. Skinners’ behaviouraltheories of human learning and focuses on the provision of rewards to direct and controllearning behaviour (Skinner, 1976). This philosophical perspective assumes learning isbest directed through report cards, conduct cards and award ceremonies (Brophy, 2013).

The division of motivation into intrinsic and extrinsic is further refined in the literature.Turning first to intrinsic motivation, it is divided into a tripartite taxonomy (Vallerand et al.,1992). This division is based on the nature of the internalized utility of the behaviour. Intrin-sic motivation to know is the construct best known in the educational arena. It involves thedesire to perform a learning activity for the pleasure one experiences while learning (i.e. theutility to an individual is the learning in and of itself). Intrinsic motivation towards accom-plishment is a second type, involving the desire to engage in an activity for the pleasure andsatisfaction experienced when accomplishing a difficult feat (Vallerand et al., 1992).Finally, intrinsic motivation to experience stimulation is operative when an individualengages in an activity to be stimulated. Stimulation can take a range of forms such assensory pleasure, aesthetic pleasure or emotional sensations such as fear or excitement.

Extrinsic motivation has also been refined into more precise constructs (Deci et al.,2001). It has been presented as a continuum running from external regulation through intro-jected regulation to identification. While the stimulation prompting behaviour is alwaysexternal to the participant, the factor that distinguishes these forms of extrinsic motivationis the participant’s autonomy. The least autonomous form of extrinsic motivation is externalregulation. This refers to behaviours performed to satisfy an external demand, meet anexternally set standard or avoid an externally imposed penalty. Typically such behavioursare seen as being externally imposed. Introjected regulation, a second form of extrinsicregulation, describes when activities are performed to attain ego enhancement or avoidguilt (i.e. an individual performs an act to maintain or enhance self-esteem). The regulationis internal to the person in this sense, but the stimulus is still external. The final, most auton-omous form of extrinsic motivation is regulation through identification. In this form ofmotivation, an individual’s identity is linked with an externally proscribed behaviour andhe/she performs an action to instantiate that identity.

There is considerable discussion as to the impact differing types of motivation have onlearning (e.g. is learning better enabled by intrinsic motivation or extrinsic motivation?(Maehr & Meyer, 1997)). The relationship between types of motivation is also an issue,with some authors suggesting that the provision of external rewards damages intrinsicmotivation, while others suggest that there is no evidence to support this (Deci et al.,2001). These debates are beyond the scope of this paper but highlight that any examinationof motivation must be nuanced and sensitive to differing motivation types.

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Research questions

As befits a relatively novel concept, there are a range of open research questions regardinggamification in education (Deterding et al., 2011). Prompting and mediating positive learn-ing behaviours is seen as the key advantage of gamification. However, individuals havevarying learning motivations. Some learn for pleasure or to satisfy curiosity, whereasothers learn to obtain rewards (e.g. a high-status job and/or financial rewards). Glover(2013) suggests that student motivation is an important determinant of how studentsreact to learning activities. While some may be motivated by having their learning gamified,it may demotivate others. If gamified learning impacts on individuals differently, that doesnot necessarily deny its utility, rather, it calls for the inclusion of gamified learning interven-tions as part of a range of learning interventions, chosen in a manner that ensures no type oflearner is systematically disadvantaged (e.g. it is argued that common forms of academicassessment, such as essay and reflective pieces, favour learners with relatively high intrinsicmotivation).

Thus, a key research question raised in the literature is how individuals with differentmotivations for learning are impacted by gamified learning activities (Glover, 2013).Empirically investigating this will place gamified learning interventions on a more solidpedagogical footing and will pave the way for the effective deployment of gamificationin educational contexts in a manner that utilizes their strengths and complements otherlearning activities. This research aims to commence this agenda by investigating how indi-viduals with differing learning motivations interact with a gamified learning intervention.

This high-level research agenda is operationalized into a number of hypotheses forempirical testing. One of the learning outcomes of the module in which the gamified learn-ing intervention was deployed is that students’ general knowledge of the national taxsystem will be enhanced (more detail on the relevant module and student cohort is outlinedbelow). Our first hypothesis is that an online gamified learning intervention will have apositive effect on the relevant learning outcome. We operationalized this using hypothesisH1:

H1: Students’ general knowledge of the national tax system will be improved as a result of thegamified learning intervention.

Our remaining hypotheses investigate how students who are motivated differently inter-act with an online gamified learning intervention. We hypothesize that each type of motiv-ation identified in the literature (i.e. intrinsic to know, intrinsic to accomplishment, etc.) ispositively correlated with participation in the gamified learning activity. This presents afurther six hypotheses for testing.

H2: There is a positive correlation between intrinsic motivation to know and participationH3: There is a positive correlation between intrinsic motivation towards accomplishment andparticipationH4: There is a positive correlation between intrinsic motivation towards stimulation andparticipationH5: There is a positive correlation between identified motivation and participationH6: There is a positive correlation between introjected motivation and participationH7: There is a positive correlation between external regulation and participation

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Methodology

As mentioned, in this paper we examine how learners’ motivation type affects their inter-action with an online gamified learning environment. We operationalize this by designingan online learning intervention built around a prediction market (PM). This learning inter-vention contains all the key game design elements associated with gamification and isdescribed below. Also outlined below are the research instruments used to collect data.

Gamified learning intervention

The gamified learning intervention used was a group decision-making system called a PM,which was adapted to an educational setting. A PM is “designed and run for the primarypurpose of mining and aggregating information scattered among traders and subsequentlyusing this information in the form of market values in order to make predictions aboutspecific future events” (Tziralis & Tatsiopoulos, 2007, p. 75). Conceptually, PMs creategroup forecasts by allowing participants to buy and sell contracts in uncertain, futureevents. In the simplest form of a PM, a contract is created whose value depends on afuture uncertain event. For example, a manager may wish to evaluate whether a projectwill be completed on time. A contract is created which returns €100 (virtual currency) ifthe project is completed on time and €0 otherwise. This contract is offered for sale, typicallyon an electronic market delivered via a website. If market participants believe the project islikely to be completed on time, they will buy the contract, causing its price to rise. If theybelieve the contrary, they will sell, driving the price down. The price of the contract cantherefore be used as an estimate of the group’s collective estimation as to the probabilityof the project being completed on schedule.

PMs have been positioned as educational tools with applications in a range of domains(see, for example, Buckley, Garvey, & McGrath, 2011; Ellis & Sami, 2012; Evans, 2012;Garvey & Buckley, 2010; Raban & Geifman, 2010). This study uses a carefully designedonline PM learning intervention that instantiates all the key elements of gamification.PMshave objective rules. While the cognitive processes that prompt trading decisions are essen-tially unknowable and infinite, at an operational level, a student has a limited set of optionsto select from. They can buy or sell contracts. The complexity of the system as a wholearises from information aggregation and the repeated interactions of large numbers oftraders but is all derived from the limited subset of atomic operations available.

Implicit in the concept of market-driven group decision-making systems is the conceptof a reward, the second element of gamified learning interventions. When participants cor-rectly forecast future events by buying contracts in them, they receive virtual cash, increas-ing the value of their portfolio. Equally, when a participant invests in a contract that does notoccur, the virtual currency they have invested is lost, reducing the overall portfolio value.

PMs provide continuous feedback, a key enabler of the rapid feedback cycles; the thirdkey element of gamified learning interventions. At any point, the current market price rep-resents the consensus of all market participants as to the likelihood of the event in questionoccurring. At any point, a participant can compare their personal estimates to the estimatesof the group as a whole. Unlike a poll or similar mechanism for information aggregation, aparticipant is not limited to making one estimate at a point in time. At any stage throughoutthe operation of the PM a participant can re-evaluate their decisions in response to feedbackthrough the simple expedient of buying/selling more contracts.

Finally, a PM is competitive; individuals can be ranked in terms of performance bycomparing the value of their portfolios. From a practical perspective, most PM software

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makes this competitive element explicit. Most commercial PM platforms use an AutomatedMarket Maker algorithm. These algorithms have a number of beneficial properties, but theimportant point to note is that they essentially turn a market into a zero-sum game; in orderfor one participant to make gains, another must suffer losses. Furthermore, most PM plat-forms explicitly rank participants on a leader board.

A full explanation of the strengths and weaknesses of PMs as pedagogical tools isbeyond the scope of this paper but can be found in the previous references. Our purposehere is to demonstrate that PM learning interventions possess the essential characteristicsof gamified learning interventions.

Research instruments

In order to investigate the research questions previously outlined, an online gamified learn-ing intervention utilizing a PM was designed and deployed as part of an undergraduatemodule in taxation. The key focus of this module is the development of quantitative tech-nical skills in the calculation of tax liabilities. However, it also aims to develop students’general knowledge of the national taxation system. In order to meet these learning out-comes, a tax-specific PM learning intervention was developed, with 10% of a student’sfinal module grade being determined by their performance in the PM. Annually, the Min-ister for Finance announces a range of tax policy decisions as part of the National Budget.The National Budget Forecasting Project (NBFP) required students to forecast the measuresthat might be introduced as part of budget 2014. This was operationalized by providing stu-dents with a question (e.g. “The national budget will alter capital gains tax as follows”),with a range of options to choose from, for example:

. No change to the current operation of capital gains tax;

. rate changes to between 25% and 28%;

. rate change to between 29% and 32%;

. rate change to between 33% and 35%;

. rate change to between 36% and 40%;

. capital gains taxed at tiered rates of between 25% and 40%.

Students were provided with €5000 virtual cash when the market opened. They usedthis to invest in the outcome they considered most likely for each question. Over thecourse of the NBFP, students were asked 14 different questions. Detailed information onhow to deploy a PM can be found in the case study described in Buckley et al. (2011).The specific platform used in this study is Inkling Markets (www.inkling.com), which isa web-based platform which can be bought for a monthly subscription fee.

The gamified learning intervention is designed to prompt students to search for infor-mation about the National Budget. Relevant sources would include the news media, govern-mental and Non-Governmental Organisation (NGO) reports and position papers andrecommendations from consultancy firms. These sources would provide students with theinformation they required to make informed and accurate forecasts. However, reading andanalysing this information should also improve students’ general knowledge of the nationaltaxation system, thereby tying the learning activity back to the relevant learning outcome.

Testing the hypotheses required the creation of a number of variables which were gath-ered using a pre- and post-intervention survey. In order to test H1, we required a measure ofpre- and post-intervention general tax knowledge. We created this measure by asking stu-dents 10 general knowledge questions about the national tax system. These questions were

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free form, for example, “What is the name of the current chairman of the revenue commis-sioners?” The questions were specifically designed so their answers were not revealed aspart of the taught element of the module. Students would have had to acquire the knowledgeneeded to answer the questions correctly outside the classroom. Each incorrect answer wasassigned a value of zero while correct answers were assigned a value of one. To calculate anoverall measure for each student, the values assigned to each question were summed up togive a pre- and post-intervention score.

In order to investigate H2–7, we required measures for each type of motivation, and aparticipation metric. The instrument used to collect data on student motivation was the Aca-demic Motivation Scale (AMS), developed by Vallerand et al. (1992). This is a validatedscale that has been used in over 900 studies to date (Cokley, Bernard, Cunningham, &Motoike, 2001; Fairchild, Horst, Finney, & Barron, 2005). The AMS is based on thetenets of self-determination theory and consists of 28 items subdivided into seven sub-scales measuring three types of intrinsic motivation (to know, to accomplish things andto experience stimulation), three types of extrinsic motivation (external, introjected andidentified regulation) and amotivation. The AMS has demonstrated satisfactory levels ofinternal consistency and temporal stability over a one-month period (Vallerand et al., 1992).

In order to measure participation, we drew on information stored in the PM itself. TheNBFP ran continuously for 19 days. Students were free to trade whenever suited. Wedefined participation as the number of unique days that a student made at least one tradeon the PM.

Data collection

156 students traded on the NBFP market which commenced on Monday 23 September2013 and remained open for a three-week period. None of the students participating inthis study had any prior experience of gamified learning interventions. Data were collectedfrom two major sources. The first source was the PM software. Among other data concernedwith the operation of the PM, the software recorded the time and date of every trade madeby every student. This was used to calculate the number of trading days for each student.

The second data source was a pre- and post-survey of participants. The pre-survey con-sisted of the general knowledge instrument and the AMS. This was distributed and com-pleted by students in class directly before the commencement of the NBFP. A total of122 responses were received, representing a response rate of 78.02%. The post-survey con-sisted of the general knowledge instrument. This was distributed and completed by studentsdirectly after the conclusion of the NBFP, but before the final results were announced toreduce possible bias. A total of 112 responses were received to the post interventionsurvey (71.79% response rate).

Table 2. Cronbach’s alpha scores for items on the AMS.

Psychometric variable Chronbach’s alpha

Intrinsic motivation to know 0.820Intrinsic motivation towards accomplishment 0.849Intrinsic motivation to experience stimulation 0.836Extrinsic motivation identified 0.800Extrinsic motivation introjected 0.848Extrinsic motivation external regulation 0.788

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Standard protocols were used to calculate the scores of the various items measured bythe AMS. The Cronbach’s alpha scores of all items were within acceptable tolerances andare reported in Table 2.

After compiling the pre- and post-survey results, the data from the individual surveyswere cross referenced using a unique identifier assigned to each student. After removingdata which did not include identifiers or which could not be matched with a correspondingsurvey, a total of 81 paired responses remained. Those responses were used in the followinganalysis and represent a final response rate of 51.92%.

Results

H1 stated that students’ general knowledge of the national tax system will have beenimproved by the online gamified learning intervention. In order to test this, a pairedsamples t-test was conducted to evaluate the impact of the gamified learning interventionon students’ scores on general knowledge of the national taxation system. There was a stat-istically significant increase in students’ general knowledge from Time 1 (M = 0.763, SD =1.128) to Time 2 (M = 1.888, SD = 1.64), t(79) =−8.007, p < .005. The mean increase ingeneral knowledge scores was 1.125 with a 95% confidence interval ranging from 0.845to 1.404. The eta squared statistic (0.44) indicated a large effect size (Tables 3–5).

H2–7 suggest that there is a positive correlation between the various types of motivationand participation. The data revealed that the participation variable had violated parametricassumptions due to non-normally distributed data, so a Spearman’s rho test was utilized.The results of this test are given in Table 6.

H2 is supported. There was a small, positive correlation between intrinsic motivation toknow and participation, r = 0.194, n = 75, p< = .05. H3 suggests that there is a positive cor-relation between intrinsic motivation towards accomplishment and participation. Thishypothesis is not supported at the 95% confidence level. H4 suggests that there is a positivecorrelation between intrinsic motivation towards stimulation and participation. There is a

Table 3. Paired samples statistics.

M SD Std. error mean

TaxAfter (N-80)TaxBefore (N = 80) 1.8875 1.64581 0.18401

.7625 1.12783 0.12609

Table 4. Paired samples correlations.

Correlation Sig.

TaxAfter and TaxBefore (N = 80) 0.647 0.000

Table 5. Paired samples test.

M N SD t Sig.

TaxAfter – Tax Before 1.12500 80 1.25663 8.007 0.000

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small, positive correlation between these two variables, r = 0.201, n = 71, p < = .05. H5, thatextrinsic motivation of identification is correlated with participation, is also supported witha small positive effect between the two variables, r = 0.0208, n = 75, p < = .05. The dataprovide no support for either H6 or H7 at the 95% confidence level, although it shouldbe noted that the relationship between external regulation and participation approached sig-nificance, r = 0.180, n = 77, p = .058.

Discussion and conclusions

Practice in education does not remain static. The desire for continuous improvement on thepart of practitioners, allied to the continually changing educational context, means that newtools, techniques and methodologies are constantly evolving. The pace of context changehas never been faster than it is now. For example, the meteoric rise to ubiquity of infor-mation technology has fundamentally altered how individuals find, evaluate and use infor-mation and knowledge (Kozma, 2003). The advent of the millennial generation, who haveradically different learning styles and requirements from previous generations, has pre-sented further challenges (Elam, Stratton, & Gibson, 2007; Howe & Strauss, 2003). Inthis context, the development of gamification can be seen as an example of the continualrenewal of educational practice. While a promising technique, much work must be under-taken before gamification can be considered a mature pedagogical technique. This studybegins that work by making two contributions. First, it synthesizes the literature to identifythe key elements of gamification. Second, it presents data that begin the process of empiri-cally validating the claims of proponents of gamification.

The empirical data collected by this study raise a number of interesting points. First, H1is supported. The data show a statistically significant increase in students’ general knowl-edge of the national taxation system after the gamified learning intervention. As mentionedpreviously, we were careful to ensure that the questions asked were not addressed in classtherefore students must have acquired new knowledge from elsewhere. It must be noted thatthe nature of the intervention is such that we cannot rule out the possibility of confoundingvariables causing the observed effect. Definitively ascribing an observed effect to an in-class action research intervention is impossible, particularly as this study does not utilizea control group due to practical and ethical constraints. None the less, by prompting stu-dents to engage with the debate on national tax policy by asking them to forecast policydecisions, we believe that it is reasonable to suggest that students’ general literacy innational tax policy is increased. Thus, we feel confident in ascribing some of the observedeffect to the gamified learning intervention.

Table 6. Correlations.

MotivationCorrelation coefficients betweenmotivation and participation

Intrinsic motivation to knowa 0.194Intrinsic motivation towards accomplishment 0.108Intrinsic motivation towards stimulationa 0.201Extrinsic motivation identificationa 0.0208Extrinsic motivation introjected 0.122Intrinsic motivation external regulation 0.180Amotivation 0.041

aStatistically significant at the 0.05 level.

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The results of the remaining hypotheses are varied. H2, H4 and H5 are supported, whileH3, H6 and H7 are not. Our results show that intrinsic motivation is positively correlatedwith participation. In general, one would expect students with an inherent desire to learn tobe enthusiastic participants in learning activities. The support for H4 demonstrates thepower of the gamification. The specific elements of game design included in our gamifiedlearning intervention, such as leaderboards and ranking systems, as well as the inherentuncertainty of forecasting, provide a form of stimulation similar to gambling. Individualsseeking stimulation are likely to find the competitive, uncertain nature of gamified learninginterventions exciting and motivating. H5 suggests that students who are extrinsicallymotivated by identification are also more likely to participate in the market. As ateacher-suggested activity, students who self-identify as good students are likely toengage in behaviours suggested as being appropriate by mentors.

H3, which suggests that intrinsic motivation towards accomplishment is positively cor-related with participation, is not supported. Neither are H6 and H7, both of which suggestthat certain types of external motivation are not positively correlated with participation. Weare unsure about why the data do not support these hypotheses and believe that furtherresearch is needed to explore this in detail. We suggest that it is caused by the dichotomybetween the gamified learning environment and more traditional methods of measuring,rewarding and prompting learning. The majority of students are familiar with their edu-cational behaviour being measured and rewarded using “traditional” assessment toolssuch as projects, essays and end-of-term assessments (Sambell, McDowell, &Montgomery,2012). Individuals who are motivated intrinsically towards accomplishment are accustomedto deriving satisfaction from these forms of assessment. Similarly, individuals who aremotivated extrinsically are accustomed to mediating their behaviour to match the require-ments of such instruments. From anecdotal verbal and written feedback from students,some students had difficulty with some aspects of gamification. Some did not like the com-petitive aspect of gamification. Others felt that it was unfair of teaching faculty to present aproblem where there was no “right” answer or correct process to follow. We suggest thatgamified learning interventions such as ours diverge too radically from traditional assess-ment mechanisms to actively engage the types of motivations in H3, H6 and H7.

In summary, we believe that this research demonstrates a number of important pointswhich guide the deployment of online gamified learning interventions and suggestfurther research in the area. First, online gamified learning interventions have a positiveimpact on learning outcomes. While this is caveated by the acknowledged limitations ofthis study and the fact that positive results require careful design to ensure that the learningactivities prompted by gamification are tied to learning outcomes, this study neverthelesspresents a positive picture of the utility of gamification. This study positions gamificationas a powerful tool for educators teaching at all levels within the education system. As withthe specific example presented in this paper, most gamified learning interventions tend to beweb-based, scalable and asynchronous. This makes them particularly useful in educationalcontexts, such as online learning. Gamified learning activities could become an integral partof flipped teaching environments (Bergmann & Sams, 2012). Their social, asynchronousnature can be used to prompt students to engage with pre-prepared content, while gamifiedlearning activities can be used in the classroom to prompt student interaction andparticipation.

A key selling point of gamification is that game design elements can be used as a tool tocontrol and generally increase student engagement and participation (Kapp, 2012). Ourstudy provides evidence supporting this notion, with the important caveat that it is not asimple “gamification increases engagement” relationship. Gamification impacts students

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with different types of motivation differently. Our results demonstrate that it is particularlyeffective for students who are intrinsically motivated, particularly either by a motivation toknow or a motivation towards stimulation. The effect on students who are extrinsicallymotivated appears to be confined to students who are motivated by identification. This isthe form of extrinsic motivation described as being most closely aligned with intrinsicmotivation. Overall, the results suggest that gamified learning interventions have a largerimpact on students who are intrinsically motivated. This result is not an argumentagainst gamification. In general, it is the best practice for a module to encompass avariety of learning interventions designed to engage a range of learning types, and crucially,to ensure that no-one is disadvantaged in terms of assessment mechanism (Race, 2010). Inthis context, our study provides empirical evidence that educators can use to inform howand when gamified learning interventions should be used as part of a module.

We aim with this study to prompt further research in this emerging pedagogical area. Asbefits a relatively novel research domain, confirmatory studies validating our results wouldbe welcome. While we have demonstrated that gamification impacts differently motivatedstudents in different ways, our work does not explore the cause of this effect. Investigatingthis fertile research domain, perhaps using qualitative approaches, offers great promise inenhancing our understanding of how effective gamified learning interventions should bedesigned.

Notes on contributorsDr. Patrick Buckley lectures in the area of Information Management in the Department of Manage-ment and Marketing in the Kemmy Business School, University of Limerick, Ireland. Patrick’sresearch interests include the use of technology to address the challenges of large group teaching.He has received national research funding to pursue this interest. His work in this area has been pub-lished in books such as ‘Technologies for Enhancing Pedagogy, Engagement and Empowerment inEducation: Creating Learning-Friendly Environments’ and peer-reviewed journals such as ‘Journalof Teaching in International Business’ and ‘Computers and Education’. He was awarded the nationalJennifer Burke award for innovation in Teaching and Learning in 2013.

Dr. Elaine Doyle lectures in taxation in the Kemmy Business School, University of Limerick inIreland. She designed and is the course director for the Master of Taxation program and wasawarded the University of Limerick’s Teaching Excellence award in 2010. In 2012, she spent 3months as an International Research Scholar with the Open University Business School in MiltonKeynes, UK. Her research interests include inter alia, professional ethics and risk management intax practice, the tax aggression of tax practitioners, research ethics, procedural justice, ethical reason-ing and ethics education. She has published both nationally and internationally in these areas in jour-nals such as ‘Journal of Business Ethics’ and ‘Innovations in Education and Teaching International’and has secured national and international funding to support her research activities.

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