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Framework for Increased Intrinsic Motivation using Gamification Strategies in E-Learning
KTH, School of Computer Science and Communication (CSC).
2015 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesisAlternative title
Ramverk för Ökad Inre Motivation genom användande av Spelifieringsstrategier inom E-lärande. (Swedish)
Abstract [en]

This paper explores how intrinsic motivation can be increased by making use of meaningful gamification strategies in an E-Learning environment. A framework for increased intrinsic motivation in E-Learning, based on existing gamification strategies is proposed. The proposed strategies are: Meaning & Framing, Autonomy & Freedom of Choice, Mastery & Reflection and Social Connection & Relatedness. The framework is implemented into a case design: an introductory online course for coding at the Royal Institute of Technology (KTH). The design was discussed in a focus group. The findings from that focus group along with the proposed design strategies formed the basis for the discussion. The results showed that this framework has promise, but a proper implementation of the case design would be required in order to truly validate or dismiss the framework. It was also found that the user situation and the context of the learning were important to keep in mind when designing for meaningful gamification. Thus, Context & User Situation was added to the framework.

Abstract [sv]

Detta arbete utforskar hur inre motivation kan ökas genom att använda så kallade meningsfulla spelifieringstekniker i miljöer för E-lärande. Ett ramverk baserade på existerande spelifieringstrategier togs fram. Ramverket innehåller följande strategier: Mening & Inramning, Autonomi & Fria Val, Bemästrande & Reflektion samt Social Anknytning & Samhörighet. Ramverket implementerades i ett design-case: en introduktionskurs för programmering vid Kungliga Tekniska Högskolan (KTH) i Stockholm. Designen diskuterades och utvärderades i en fokusgrupp. Resultaten från den fokusgruppen bidrar till vidare diskussion om hur ramverket träffar målet om ökad inre motivation. Slutsatsen för arbetet blev att ramverket är lovande, men en riktig implementation av designen skulle behövas för att fullständigt validera eller avfärda det. Resultaten visar också på att användarens situation och i vilken kontext lärandet sker är viktiga att ta hänsyn till när det handlar om att designa för inre motivation. Således lades Kontext & Användarsituation till i ramverket.

Place, publisher, year, edition, pages
2015.
Keyword [en]
Gamification, E-Learning, Intrinsic Motivation, Design Strategies
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:kth:diva-175599OAI: oai:DiVA.org:kth-175599DiVA: diva2:861526
External cooperation
Mobiento AB
Educational program
Master of Science in Engineering - Media Technology
Supervisors
Examiners
Available from: 2015-11-18 Created: 2015-10-17 Last updated: 2015-11-18Bibliographically approved

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CiteExportLink to record
Permanent link

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Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
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More styles
Language
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Output format
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