Gamification in Academia: Does Psychological Engagement Boost Performance?

Gamification in Academia: Does Psychological Engagement Boost Performance?

Tomáš Kratochvíl, Martin Vaculík, Jakub Procházka, Juho Hamari
Copyright: © 2022 |Pages: 18
DOI: 10.4018/IJGBL.304433
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Abstract

Gamification is increasingly applied in contexts where personal performance is of importance. However, the psychological nature of their relation has not been thoroughly examined. The authors investigated how achievement-based gamification impacts attitudinal engagement and performance across 6 university courses. The authors created challenges and badges connected to coursework and measured students’ engagement and performance while gamifying the course in 1 year of the 2-year quasi-experiment. In the other year, the authors examined engagement, performance, and would-be-attained achievements were the course gamified. Results show students performed moderately better in gamified condition. Moreover, badges had a guiding effect on students as badge-awarding actions were carried out more in gamified courses. Importantly, the authors found a small mediation effect of engagement in gamification-performance relation. The authors thus conclude badges may be a useful method when gamifying academic performance and that work attitudes are a useful framework to further examine the relation.
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Introduction

Gamification refers to a development in which reality becomes either intentionally or emergently more gameful (Hamari, 2019). Intentional gamification is usually pursued by implementing different kinds of essential elements of games outside games (Huotari & Hamari, 2017; Deterding et al., 2011; Landers et al., 2018). Lately, gamification has been increasingly used in schools, e-shopping, health-improvement, and other mobile applications, and work environment (Koivisto & Hamari, 2019).

There are several ways to taxonomize and typify game design elements such as into dynamics, mechanics, and elements (Werbach & Hunter, 2012). Another way is designing the elements in accordance with the HEXAD typology of players (Marczewski, 2015). It can also be based on feedback type (personal, performance, social, fictional, and ecological) (Toda et al., 2019). However, one of the canonical ways has been to perceive three primary types of game design and gamification for that matter; achievement, immersion, and socialization -based (e.g., Yee 2006; Koivisto & Hamari 2019; Xi & Hamari, 2012).

In work environments, gamification is often used to increase engagement and motivation and to improve performance (Huotari & Hamari, 2017), during training (Kampker, 2014), onboarding (Depura & Garg, 2012), and routine tasks (Anable, 2013). Based on previous research, one of the possible pathways from gamification to performance is via users’ engagement. If a gamified design of an activity or a task suits the users, their needs and the environment, users should behaviorally engage more with the gamification (actively logging in, more time-on-task, etc.), thus becoming more psychologically engaged in the underlying task itself, which leads to higher performance in that task (Kuo & Chuang, 2016). However, this proposed relation has not yet been thoroughly examined and described (Sarangi & Shah, 2015) as not much research has been done in gamification on engagement as an attitude. In the current study, the authors decided to use a gamification design (challenges and achievements) which is suitable for academic environment (Çakıroğlu et al., 2017; Kuo & Chuang, 2016), and assess its relation to performance with regards to behavioral and attitudinal engagement. Specifically, the authors observed the supposed mediating effect of engagement on performance.

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