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Mohanty, Sattwik; Christopher, B. Prabu – Learning Organization, 2023
Purpose: This paper aims to examine how gamification components affect training outcomes through intrinsic or extrinsic motivation (IM and EM), drawing on the self-determination motivation theory. Design/methodology/approach: In this study, survey method has been used to analyse the hypotheses and objective of the research. A total of 260 surveys…
Descriptors: Gamification, Training, Motivation, Incentives
Ali Soyoof; Barry Lee Reynolds; Kan Kan Chan; Wen-Ta Tseng; Kate McLay – Computer Assisted Language Learning, 2025
Research has shown that massively multiplayer online role-playing games (MMORPGs) have the potential to offer language learning opportunities. However, there is a dearth of research exploring student attitudes about the potential of these games for language learning. We used the language learning principles framework proposed by Brown and Lee…
Descriptors: Foreign Countries, Computer Games, English (Second Language), Second Language Learning
Reyssier, Stephanie; Hallifax, Stuart; Serna, Audrey; Marty, Jean-Charles; Simonian, Stephane; Lavoue, Elise – IEEE Transactions on Learning Technologies, 2022
Several studies have been conducted in recent years into the effects of gamification on learner motivation. However, little is known about how learner profiles affect the impact of specific game elements. This article analyzes the effect of a gamified mathematic learning environment on the motivation and the motivated behaviors of 258 learners in…
Descriptors: Game Based Learning, Learning Motivation, Profiles, Mathematics Education

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