| Literature DB >> 35005284 |
Punyawee Anunpattana1, Mohd Nor Akmal Khalid1,2, Hiroyuki Iida2, Wilawan Inchamnan3.
Abstract
Challenges in education have continuously been addressed by integrating gamification, but a gap remains for game design principles that support user engagement. This paper outlines results obtained from integrating challenge-based gamification into an elementary school classroom to examine the emergence of student engagement and learning-related behavior. The approach was applied to logical puzzle quizzes where different gamification adjustments were captured and examined using physics' analogy (called the motion in mind concept). The structural experiment, with a mixed methods design, was designed around the notion of time pressure and the difficulty of gamifying the quizzing experience. This model was constructed to validate and expand the quantitative findings (motion in mind model) by including qualitative explorations (thematic analysis). The results revealed the potential synthesis of motion in mind and flow theory, and its relationships to engagement and learning were identified as a new conceptual scheme.Entities:
Keywords: Challenge adjustment; Engagement; Gamification; Physics in mind; Quizzing; Time pressure
Year: 2021 PMID: 35005284 PMCID: PMC8715305 DOI: 10.1016/j.heliyon.2021.e08637
Source DB: PubMed Journal: Heliyon ISSN: 2405-8440
Game design elements (Deterding et al., 2011).
| Dynamics | Mechanics | Components |
|---|---|---|
| Constraints | Challenges | Achievements |
| Emotions | Chances | Avatars |
| Narratives | Competition | Badges |
| Progression | Cooperation | Collections |
| Relationship | Feedback | Unlockable Content |
| Resources | Leaderboards | |
| Rewards | Dashboard | |
| Turns | Levels/Tiers | |
| Win-Lose status | Points/Scores | |
| Exchange | Virtual Goods |
Integrated game design elements in the challenge-based gamified quizzing.
| Design Elements | Description | Purpose |
|---|---|---|
| Timer | Numeric measure of player's performance (time used) | Indicator of time pressure |
| Points, Scores | Numeric measure of player's performance (answer corrected) | Indicator of explicit reward |
| Levels | Difficulty level of quizzing provides the sense of progression | Indicator of progression and difficulty |
Measures of game refinement of major board games (Sutiono et al., 2014).
| Game | GR | |||
|---|---|---|---|---|
| Western Chess | 35 | 80 | 0.074 | 0.00547 |
| Chinese Chess | 38 | 95 | 0.065 | 0.00423 |
| Japanese Chess | 80 | 115 | 0.078 | 0.00608 |
| Mah Jong | 10.36 | 49.36 | 0.078 | 0.00608 |
| Go | 250 | 208 | 0.076 | 0.00578 |
Analogical link between physics and game (adopted from Iida and Khalid (2020)).
| Notation | Physics context | Game context |
|---|---|---|
| Displacement | Solved uncertainty | |
| Time | Progress or length | |
| Velocity | Solving rate | |
| Mass | Solving hardness, | |
| Acceleration (gravity) | Acceleration, | |
| Newtonian force | Force in mind (move ability) | |
| Momentum | Momentum (move intensity) | |
| Potential energy | Potential energy, |
Figure 1The states plotted against the difficulty of solving uncertainty in a game (m).
Figure 2An illustration of (a) the analogy of various physics measures over various masses (m), and (b) extended game progress model based on solved uncertainty (y).
Figure 3The conceptual model of engagement and addiction by Khalid and Iida (2021) with challenge-based gamification.
Figure 4A triangulation mixed-methods design. We adopted this research design to support the three experiments conducted in this study. The first experiment involved applying the time pressure factor, followed by difficulty adjustment in the second one. Thirdly, an adaptation of patterns that randomized difficulty distribution and subgoal distribution was conducted for the third experiment. Finally, these experiments were supported by another layer of assessment procedures, as described in Section 4.4.
Figure 5A screenshot of the Kahoot! user interface.
Figure 6A one-group pretest–post-test design for the quantitative experimental study.
Figure 7A flowchart for our qualitative experimental study using interviews.
The pre- and post-test treatment effect of challenge-based gamification experiments.
| Pretest | Post-test | ||||
|---|---|---|---|---|---|
| No-timer | 92.5 | 6.3 | Timer | 64 | 7.5 |
| Easy level | 60 | 6.3 | Increased level of quiz | 76 | 5.93 |
| Nongamified adaptation | 88 | 3.83 | Difficulty randomness | 62 | 7.42 |
| Sub-goal | 72 | 4.25 |
Tot. Ave., total average time required; c, average number of correct answers.
and .
Measures of game refinement GR and risk m of Kahoot! with different numbers of questions and question answering times.
| Total | Question Time (s) | ||||
|---|---|---|---|---|---|
| Questions ( | Each | Total | Tot. Ave. | ||
| 5 | 5 | 25 | 13 | 0.480 | 0.2039 |
| 10 | 50 | 23 | 0.440 | 0.1356 | |
| 20 | 100 | 62 | 0.380 | 0.1113 | |
| 30 | 150 | 82 | 0.450 | 0.0854 | |
| 60 | 300 | 191 | 0.350 | 0.0651 | |
| 10 | 5 | 50 | 27 | 0.460 | 0.1470 |
| 10 | 100 | 64 | 0.360 | 0.1131 | |
| 20 | 200 | 130 | 0.350 | 0.0806 | |
| 30 | 300 | 216 | 0.280 | 0.0693 | |
| 60 | 600 | 495 | 0.175 | 0.0524 | |
| 15 | 5 | 75 | 44 | 0.413 | 0.1251 |
| 10 | 150 | 102 | 0.320 | 0.0952 | |
| 20 | 300 | 220 | 0.267 | 0.0699 | |
| 30 | 450 | 350 | 0.220 | 0.0588 | |
| 60 | 900 | 850 | 0.030 | 0.0458 | |
| 20 | 5 | 100 | 60 | 0.400 | 0.1095 |
| 10 | 200 | 116 | 0.420 | 0.0761 | |
| 20 | 400 | 208 | 0.480 | 0.0509 | |
| 30 | 600 | 308 | 0.490 | 0.0414 | |
| 60 | 1200 | 602 | 0.498 | 0.0289 | |
| 30 | 5 | 150 | 105 | 0.300 | 0.0966 |
| 10 | 300 | 178 | 0.400 | 0.0629 | |
| 20 | 600 | 345 | 0.425 | 0.0438 | |
| 30 | 900 | 488 | 0.458 | 0.0347 | |
| 60 | 1800 | 922 | 0.487 | 0.0238 | |
Tot. Ave., total average of time;
, risk ratio; GR, game refinement measure.
Figure 8A visualization based on different total question numbers.
Measures of momentum , potential energy E, and risk m with different numbers of questions and time allowed to answer the questions.
| Total | Question Time (s) | ||||
|---|---|---|---|---|---|
| Questions ( | Each | Tot. Ave. | |||
| 5 | 5 | 13 | 0.480 | 0.2490 | 0.2595 |
| 10 | 23 | 0.440 | 0.2484 | 0.2285 | |
| 20 | 62 | 0.380 | 0.2356 | 0.2921 | |
| 30 | 82 | 0.450 | 0.2478 | 0.2709 | |
| 60 | 191 | 0.350 | 0.2313 | 0.2945 | |
| 10 | 5 | 27 | 0.460 | 0.2484 | 0.2682 |
| 10 | 64 | 0.360 | 0.2304 | 0.2949 | |
| 20 | 130 | 0.350 | 0.2275 | 0.2957 | |
| 30 | 216 | 0.280 | 0.2016 | 0.2903 | |
| 60 | 495 | 0.175 | 0.1443 | 0.2382 | |
| 15 | 5 | 44 | 0.413 | 0.2424 | 0.2845 |
| 10 | 102 | 0.320 | 0.2176 | 0.2959 | |
| 20 | 220 | 0.267 | 0.1955 | 0.2868 | |
| 30 | 350 | 0.220 | 0.1728 | 0.2688 | |
| 60 | 850 | 0.030 | 0.0524 | 0.0991 | |
| 20 | 5 | 60 | 0.400 | 0.24 | 0.2880 |
| 10 | 116 | 0.420 | 0.2436 | 0.2825 | |
| 20 | 208 | 0.480 | 0.2496 | 0.2595 | |
| 30 | 308 | 0.490 | 0.2498 | 0.2564 | |
| 60 | 602 | 0.498 | 0.2499 | 0.2508 | |
| 30 | 5 | 105 | 0.300 | 0.21 | 0.2940 |
| 10 | 178 | 0.400 | 0.2412 | 0.2863 | |
| 20 | 345 | 0.425 | 0.2443 | 0.2810 | |
| 30 | 488 | 0.458 | 0.2482 | 0.2691 | |
| 60 | 922 | 0.487 | 0.2497 | 0.2559 | |
Tot. Ave.: total average of time;
, risk ratio; , momentum; , potential energy.
Measures of subjective acceleration a2, subjective force F2, and risk m with different numbers of questions and question times.
| Total | Question Time (s) | ||||
|---|---|---|---|---|---|
| Questions ( | Each | Tot. Ave. | |||
| 5 | 5 | 13 | 0.480 | -1.08 | -0.5184 |
| 10 | 23 | 0.440 | -0.84 | -0.4636 | |
| 20 | 62 | 0.380 | -1.48 | -0.5624 | |
| 30 | 82 | 0.450 | -1.18 | -0.5379 | |
| 60 | 191 | 0.350 | -1.55 | -0.5619 | |
| 10 | 5 | 27 | 0.460 | -1.16 | -0.5336 |
| 10 | 64 | 0.360 | -1.56 | -0.5616 | |
| 20 | 130 | 0.350 | -1.6 | -0.56 | |
| 30 | 216 | 0.280 | -1.88 | -0.5264 | |
| 60 | 495 | 0.175 | -2.3 | -0.4025 | |
| 15 | 5 | 44 | 0.413 | -1.346 | -0.5566 |
| 10 | 102 | 0.320 | -1.72 | -0.5504 | |
| 20 | 220 | 0.267 | -1.93 | -0.5155 | |
| 30 | 350 | 0.220 | -2.11 | -0.4691 | |
| 60 | 850 | 0.030 | -2.77 | -0.1543 | |
| 20 | 5 | 60 | 0.400 | -1.4 | -0.56 |
| 10 | 116 | 0.420 | -1.32 | -0.5544 | |
| 20 | 208 | 0.480 | -1.08 | -0.5184 | |
| 30 | 308 | 0.490 | -1.05 | -0.5126 | |
| 60 | 602 | 0.498 | -1.01 | -0.5016 | |
| 30 | 5 | 105 | 0.300 | -1.8 | -0.54 |
| 10 | 178 | 0.400 | -1.37 | -0.5585 | |
| 20 | 345 | 0.425 | -1.3 | -0.5525 | |
| 30 | 488 | 0.458 | -1.17 | -0.5351 | |
| 60 | 922 | 0.487 | -1.05 | -0.5116 | |
Tot. Ave.: total average of time;
, risk ratio; , subjective acceleration = ,
, subjective force = .
Measures of risk chance m, objective momentum p1, potential energy E, and subjective momentum p2 based on variations in the number of questions number and time required for every quiz difficulty level.
| difficulty:easy | difficulty:medium | difficulty:hard | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 5 | 5 | 25 | 3.93 | 0.214 | 0.1682 | 0.2644 | 0.0962 | 3.3 | 0.34 | 0.2244 | 0.2962 | 0.0718 | 2.21 | 0.558 | 0.2466 | 0.218 | -0.0286 |
| 10 | 50 | 4.66 | 0.068 | 0.0634 | 0.1181 | 0.0548 | 3.67 | 0.266 | 0.1952 | 0.2866 | 0.0914 | 2.48 | 0.504 | 0.2499 | 0.24798 | -0.0019 | |
| 20 | 100 | 4.83 | 0.034 | 0.0328 | 0.0635 | 0.0306 | 4.22 | 0.156 | 0.1316 | 0.2222 | 0.09058 | 2.57 | 0.486 | 0.2498 | 0.2568 | 0.0069 | |
| 10 | 5 | 50 | 6.9 | 0.31 | 0.2139 | 0.2952 | 0.0813 | 5.12 | 0.488 | 0.2499 | 0.2559 | 0.0059 | 3.4 | 0.66 | 0.2244 | 0.1526 | -0.0718 |
| 10 | 100 | 7.5 | 0.25 | 0.1875 | 0.2813 | 0.0938 | 5.93 | 0.407 | 0.2414 | 0.286 | 0.0449 | 3.93 | 0.607 | 0.239 | 0.188 | -0.0511 | |
| 20 | 200 | 7.93 | 0.207 | 0.164 | 0.2603 | 0.096 | 6.1 | 0.39 | 0.2379 | 0.2902 | 0.0523 | 4.33 | 0.567 | 0.2455 | 0.2126 | -0.0329 | |
| 20 | 5 | 100 | 8.4 | 0.58 | 0.2436 | 0.2046 | -0.0389 | 6.45 | 0.678 | 0.2185 | 0.1409 | -0.0776 | 5.3 | 0.735 | 0.1948 | 0.1032 | -0.0915 |
| 10 | 200 | 11.35 | 0.433 | 0.245 | 0.2785 | 0.0331 | 6.88 | 0.656 | 0.2256 | 0.1553 | -0.0704 | 5.33 | 0.734 | 0.1955 | 0.1042 | -0.0913 | |
| 20 | 400 | 14 | 0.3 | 0.21 | 0.294 | 0.084 | 7.24 | 0.638 | 0.231 | 0.167 | -0.0637 | 5.75 | 0.7125 | 0.2048 | 0.1178 | -0.0871 | |
N, total questions; c, average numbers of correct answers; m = 1-v, risk ratio;
= ; , objective momentum; , subjective momentum.
Measures of risk chance m, subjective acceleration a2, and subjective force F2 based on variations in the number of questions and the time for every level of quiz difficulty.
| difficulty:easy | difficulty:medium | difficulty:hard | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 5 | 5 | 25 | 3.93 | 0.214 | -2.14 | -0.459 | 3.3 | 0.34 | -1.64 | -0.558 | 2.21 | 0.558 | -0.768 | -0.429 |
| 10 | 50 | 4.66 | 0.068 | -2.73 | -0.186 | 3.67 | 0.266 | -1.94 | -0.515 | 2.48 | 0.504 | -0.984 | -0.496 | |
| 20 | 100 | 4.83 | 0.034 | -2.86 | -0.097 | 4.22 | 0.156 | -2.38 | -0.370 | 2.57 | 0.486 | -1.056 | -0.513 | |
| 10 | 5 | 50 | 6.9 | 0.31 | -1.76 | -0.546 | 5.12 | 0.488 | -1.05 | -0.511 | 3.4 | 0.66 | -0.36 | -0.238 |
| 10 | 100 | 7.5 | 0.25 | -2 | -0.5 | 5.93 | 0.407 | -1.37 | -0.558 | 3.93 | 0.607 | -0.572 | -0.347 | |
| 20 | 200 | 7.93 | 0.207 | -2.17 | -0.449 | 6.1 | 0.39 | -1.44 | -0.562 | 4.33 | 0.567 | -0.732 | -0.415 | |
| 20 | 5 | 100 | 8.4 | 0.58 | -0.68 | -0.394 | 6.45 | 0.678 | -0.29 | -0.196 | 5.3 | 0.735 | -0.06 | -0.044 |
| 10 | 200 | 11.35 | 0.433 | -1.27 | -0.549 | 6.88 | 0.656 | -0.38 | -0.247 | 5.33 | 0.734 | -0.066 | -0.048 | |
| 20 | 400 | 14 | 0.3 | -1.8 | -0.54 | 7.24 | 0.638 | -0.45 | -0.286 | 5.75 | 0.7125 | -0.15 | -0.107 | |
N, total questions; c, average numbers of correct answers; , risk ratio;
, subjective acceleration = ; , subjective force = .
Measures of the physics value of motion in mind and risk m for varying numbers of questions and question time with a randomized difficulty distribution.
| Total | Question Time (s) | |||||||
|---|---|---|---|---|---|---|---|---|
| Questions ( | Each | c | ||||||
| 10 | 5 | 6.33 | 0.367 | 0.2323 | 0.2941 | 0.0618 | -1.532 | -0.5622 |
| 10 | 7.42 | 0.258 | 0.1914 | 0.2841 | 0.0926 | -1.968 | -0.5077 | |
| 20 | 7.45 | 0.255 | 0.1899 | 0.2831 | 0.0931 | -1.98 | -0.5049 | |
| 20 | 5 | 7.36 | 0.632 | 0.2326 | 0.1712 | -0.0614 | -0.472 | -0.2983 |
| 10 | 8.27 | 0.5865 | 0.2425 | 0.2005 | -0.042 | -0.654 | -0.3835 | |
| 20 | 8.89 | 0.5555 | 0.2469 | 0.2195 | -0.0274 | -0.778 | -0.4322 | |
| 40 | 5 | 12.3 | 0.6925 | 0.2129 | 0.1310 | -0.0819 | -0.23 | -0.1593 |
| 10 | 17.85 | 0.5537 | 0.2471 | 0.2205 | -0.0265 | -0.785 | -0.4347 | |
| 20 | 21.33 | 0.4667 | 0.2489 | 0.2654 | -0.0165 | -1.133 | -0.5288 | |
N, total questions; c, average numbers of correct answers; , risk ratio;
= ; , objective momentum; , subjective momentum;
, subjective acceleration = ;
, subjective force = .
Measures of the physics value of motion in mind and risk m with variations in the number of questions and question time for the subgoal pattern.
| Total | Question Time (s) | |||||||
|---|---|---|---|---|---|---|---|---|
| Questions ( | Each | c | ||||||
| 10 | 5 | 2.83 | 0.717 | 0.2029 | 0.1148 | -0.088 | -0.132 | -0.0946 |
| 10 | 4.25 | 0.575 | 0.2443 | 0.2077 | -0.0366 | -0.7 | -0.4025 | |
| 20 | 4.67 | 0.533 | 0.2489 | 0.2325 | -0.0164 | -0.868 | -0.4626 | |
| 20 | 5 | 7.5 | 0.625 | 0.2344 | 0.1758 | -0.0586 | -0.5 | -0.3125 |
| 10 | 7.83 | 0.6085 | 0.2382 | 0.1865 | -0.0517 | -0.566 | -0.3444 | |
| 20 | 8.23 | 0.59 | 0.2419 | 0.1983 | -0.0435 | -0.64 | -0.3776 | |
| 40 | 5 | 10.45 | 0.7388 | 0.193 | 0.1008 | -0.0921 | -0.045 | -0.0332 |
| 10 | 11.2 | 0.72 | 0.2016 | 0.1129 | -0.0887 | -0.12 | -0.0864 | |
| 20 | 13.78 | 0.6555 | 0.2258 | 0.1556 | -0.0702 | -0.378 | -0.2478 | |
N, total questions; c, average numbers of correct answers; , risk ratio;
= ; , objective momentum; , subjective momentum;
, subjective acceleration = ;
, subjective force = .
Figure 9Analogical measure of the physics of all experiments for various masses m with N = 10 and t = 10.
Thematic table showing themes, subthemes, and codes obtained from interview transcriptions.
| Themes | Subthemes | Codes | Example Quote |
|---|---|---|---|
| Impacts of Challenge-based Gamification | Engagement Impact | Get Aroused | “ |
| Competitive | “ | ||
| Anxiety | “ | ||
| Curiosity | “I encountered uncertainty, but this affected my curiosity because of the unknown.” | ||
| Surprised | “Randomization is new to me; I felt surprised in the sense of fun even though I was able to answer correctly.” | ||
| Enjoy | “ | ||
| Challenging | “ | ||
| Learning Impact | Encouragement/Reinforcement | “ | |
| Development/Learning Improvement | “ | ||
| Concentration | “ | ||
| Creativity | “ | ||
| Feel Competence/Self-Assessment | “ | ||
| Perceptions of Challenge-Based Gamification | Behavioral Changes | Motivating behaviors | “ |
| Sustaining behaviors | “ | ||
| Intervention efficacy | Allowing learning opportunities | “ | |
| Diversity/Variety | “ | ||
| Balancing Challenges | Lack of Competence | “ | |
| Presence of Competence | “ | ||
Number of mentions by participants of codes relating to this research's themes.
| Themes | Number of | Number of participant |
|---|---|---|
| mentions | mentions | |
| (across all interviews) | (from | |
| Impacts of Challenge-Based gamification | 24 | 15 |
| Perceptions of Challenge-Based gamification | 10 | 7 |
Figure 10An illustration of challenge-based gamification related to flow theory and motion in mind.
An interpretation of each motion in mind indicator for the three experiments from an engagement perspective.
| Experiments | Indication | Interpretation |
|---|---|---|
| Time pressure | Maintain engagement | |
| Negative peak | Least resistance, high curiosity | |
| Challenge adjustment | balancing | Appropriate difficulty depending on the skills |
| Peak | Growth rate and stronger motivation | |
| Adaptations of pattern | Hard to maintain engagement | |
| Negative value arouses students to increase effort | ||
Figure 11An input–output process of gamification in a gamified platform.
Figure 12Thematic map showing themes, subthemes, and codes.