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A gamification - motivation design framework for educational software developers

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Show simple item record Buckley, Jim De Wille, Tabea Margaret Exton, Chris Exton, Geraldine Murray, Liam 2018-06-21T15:59:31Z 2018-06-21T15:59:31Z 2018
dc.description peer-reviewed en_US
dc.description.abstract Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as “motivational affordances,” and formalizing the relationship between these elements and motivational affordances, it is the position of this article that gamification can be effectively applied to improve software systems across many different application domains. The research reported here aims to formalize the relationship between game elements and motivation, toward making gamification’s use more systematic. The focus is on the development of a framework linking commonly occurring game elements with the components of a psychological motivational model known as the selfdetermination theory, coupled with a proposed framework of commonly occurring game elements. The goal is to inform system designers who would like to leverage gamification of the game elements they would need to employ as motivational affordances. en_US
dc.language.iso eng en_US
dc.publisher SAGE Publications en_US
dc.relation.ispartofseries Journal of Educational Technology Systems;47 (1), pp. 101-127
dc.subject gamification en_US
dc.subject motivational affordances en_US
dc.subject self-determination theory en_US
dc.subject framework of game elements en_US
dc.title A gamification - motivation design framework for educational software developers en_US
dc.type info:eu-repo/semantics/article en_US
dc.type.supercollection all_ul_research en_US
dc.type.supercollection ul_published_reviewed en_US
dc.identifier.doi 10.1177/0047239518783153
dc.rights.accessrights info:eu-repo/semantics/openAccess en_US
dc.internal.rssid 2854784

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