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Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment
Learning and Motivation ( IF 1.7 ) Pub Date : 2020-07-09 , DOI: 10.1016/j.lmot.2020.101655
Horst Treiblmaier , Lisa-Maria Putz

Gamification, the application of game elements (i.e., motivational affordances) in non-game contexts, has shown a promising potential to increase individuals’ intrinsic motivation and to positively impact their attitudes and behaviors. However, few studies exist that empirically test the effectiveness of gamification applications in a controlled experimental setting. To fill this gap, we compared the results from gamified and non-gamified workshops conducted with Austrian students. A total of 384 individuals participated in this field experiment, 261 of whom were subjected to a multitude of gamified elements, while 123 served as a non-gamified control group. In the gamified context, the findings show a stronger influence of intrinsic motivation, as measured by enjoyment and curiosity, on attitude and behavioral intention, and a greater explanatory power of the model. Gamification therefore positively moderates the impact of exogenous motivational variables and amplifies the effect of intrinsic motivation.



中文翻译:

游戏化作为内在动机影响的调节者:多组实地实验的发现

游戏化是在非游戏环境中应用游戏元素(即动机提供)的一种手段,它显示出增加个人内在动机并积极影响其态度和行为的潜力。但是,很少有研究在受控的实验环境中凭经验测试游戏化应用程序的有效性。为了填补这一空白,我们比较了与奥地利学生进行的游戏化和非游戏化研讨会的结果。总共384个人参加了该田间试验,其中261人接受了多种游戏化元素的控制,而123人则为非游戏化对照组。在游戏化的背景下,研究结果显示出内在动机(通过享受和好奇心衡量)对态度和行为意图的影响更大,并具有更大的模型解释力。游戏化因此积极地缓和了外在动机变量的影响,并扩大了内在动机的影响。

更新日期:2020-07-09
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