Enhancing Learning Engagement: A Study on Gamification’s Influence on Motivation and Cognitive Load
Abstract
:1. Introduction
2. Literature Review
2.1. Attributes of Engagement in Learning
2.2. Influence of Gamification on Motivation to Learn
2.3. Influence of Gamification on Cognitive Load of a Learner
3. Related Theoretical Models
3.1. Motivation-Related Models
3.1.1. Self-Determination Theory of Motivation
3.1.2. Keller’s ARCS Motivational Model
3.2. Cognitive Load Theory
4. The Adapted Research Model
5. Hypotheses Development
5.1. The Influence of Motivation on Engagement
5.2. The Influence of Cognitive Load on Engagement
6. Methodology
6.1. Approach
6.2. Population and Sample
6.3. Intervention
6.4. Data Collection Instrument and Measures
6.5. Ethical Issues
6.6. Data Analysis
7. Results
7.1. Measurement Model Assessment
7.1.1. Convergent Validity
7.1.2. Discriminant Validity
7.2. Structural Model Assessment
8. Discussion
9. Conclusions
Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Demographics | ||||||
B. Gender | C. Course Schedule | D. Level of Study | ||||
Male | [ ] | Day (Regular) | [ ] | Level 100 (1st year) | [ ] | |
Female | [ ] | Weekend | [ ] | Level 200 (2nd year) | [ ] | |
Not willing to disclose | [ ] | Level 300 (3rd year) | [ ] | |||
Level 400 (4th year) | [ ] | |||||
Part 1—Impact of technology-enhanced game elements (gamification) on Motivation | ||||||
1.1 | The multiple chances I was given to carry out activities boosted my confidence to perform those activities. Strongly Disagree [ ], Disagree [ ], Neither disagree nor agree [ ], Agree [ ], Strongly Agree [ ] | |||||
1.2 | Because I was aware that when I performed well in an activity, I would get a point or badge, I considered the activities relevant and hence spent more time studying. Strongly Disagree [ ], Disagree [ ], Neither disagree nor agree [ ], Agree [ ], Strongly Agree [ ] | |||||
1.3 | I found the course satisfying, considering the crossword puzzle and the games, which were used as quizzes in the course. Strongly Disagree [ ], Disagree [ ], Neither disagree nor agree [ ], Agree [ ], Strongly Agree [ ] | |||||
1.4 | The feedback on my performance, be it from the lecturer or course mates, resulted in productive interactions with the course participants. Strongly Disagree [ ], Disagree [ ], Neither disagree nor agree [ ], Agree [ ], Strongly Agree [ ] | |||||
1.5 | Being given the opportunity to present myself in a particular way as an avatar gave me the confidence to learn. Strongly Disagree [ ], Disagree [ ], Undecided [ ], Agree [ ], Strongly Agree [ ] | |||||
1.6 | As I carry out some activities, I get a sense of satisfaction when images and congratulatory messages pop up on the screen to cheer me on. Strongly Disagree [ ], Disagree [ ], Undecided [ ], Agree [ ], Strongly Agree [ ] | |||||
1.7 | My attention is captured when I see a countdown timer in a quiz. Strongly Disagree [ ], Disagree [ ], Undecided [ ], Agree [ ], Strongly Agree [ ] | |||||
1.8 | Presenting the course like a treasure hunt incited me to learn. Strongly Disagree [ ], Disagree [ ], Undecided [ ], Agree [ ], Strongly Agree [ ] | |||||
Part 2—Impact of technology-enhanced game elements on Cognitive Load | ||||||
2.1 | As I was given further chances to attempt tasks, less mental effort was required to understand the task or content. Strongly Disagree [ ], Disagree [ ], Undecided [ ], Agree [ ], Strongly Agree [ ] | |||||
2.2 | The point or badge I received after completing a task successfully stimulated me to study. Strongly Disagree [ ], Disagree [ ], Undecided [ ], Agree [ ], Strongly Agree [ ] | |||||
2.3 | Knowing that high achievers in our course will be published for all my course mates to see made me to be more focused on my studies. Strongly Disagree [ ], Disagree [ ], Undecided [ ], Agree [ ], Strongly Agree [ ] | |||||
2.4 | Since some of the quizzes administered to us were like familiar games, I found the design of quizzes very convenient for learning. Strongly Disagree [ ], Disagree [ ], Undecided [ ], Agree [ ], Strongly Agree [ ] | |||||
2.5 | Since I was given an immediate response on how I performed in an activity, my mind was settled and not distracted. Strongly Disagree [ ], Disagree [ ], Undecided [ ], Agree [ ], Strongly Agree [ ] | |||||
2.6 | The humorous animated objects intermittently showing up after the successful completion of a task or an activity in the course mentally influenced me to study well. Strongly Disagree [ ], Disagree [ ], Undecided [ ], Agree [ ], Strongly Agree [ ] | |||||
2.7 | The timers set in the quizzes mentally alerted me to take the quizzes. Strongly Disagree [ ], Disagree [ ], Undecided [ ], Agree [ ], Strongly Agree [ ] | |||||
2.8 | The presentation of the course as a story involving some challenges, heightened my alertness in the course. Strongly Disagree [ ], Disagree [ ], Undecided [ ], Agree [ ], Strongly Agree [ ] | |||||
Part 3—Impact on engagement after taking the gamified course | ||||||
3.1 | Affective: I felt that what we were learning in the course was important, and that motivated me to study. Strongly Disagree [ ], Disagree [ ], Neither disagree nor agree [ ], Agree [ ], Strongly Agree [ ] | |||||
3.2 | Affective: I found the way the course was delivered captivating. Strongly Disagree [ ], Disagree [ ], Neither disagree nor agree [ ], Agree [ ], Strongly Agree [ ] | |||||
3.3 | Behavioral: I always look forward to attending lectures because the activities in the lectures are interesting. Strongly Disagree [ ], Disagree [ ], Neither disagree nor agree [ ], Agree [ ], Strongly Agree [ ] | |||||
3.4 | Behavioral: When I run into a difficult task, I keep working at it until I have solved it because of the satisfaction I get after solving the task. Strongly Disagree [ ], Disagree [ ], Neither disagree nor agree [ ], Agree [ ], Strongly Agree [ ] | |||||
3.5 | Cognitive: I put in every effort to see the similarities and differences between things I was learning in the course and things I already know. Strongly Disagree [ ], Disagree [ ], Neither disagree nor agree [ ], Agree [ ], Strongly Agree [ ] | |||||
3.6 | Cognitive: I tried to match what I already knew with things I was trying to learn in the course. Strongly Disagree [ ], Disagree [ ], Neither disagree nor agree [ ], Agree [ ], Strongly Agree [ ] |
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Study | Objective | No. of Articles Synthesised | Findings on Motivation | Findings on Cognitive Load |
---|---|---|---|---|
Kalogiannakis et al. [17] | To present the empirical findings of literature on the use of gamification in science education. | 24 | A general increase in motivation, suggesting the potential benefits of gamification when used in an educational setting. | Not many studies have demonstrated that using gamification to assist in teaching science has improved students’ cognitive and higher-order thinking skills. |
Manzano-León et al. [45] | To review the data that have been collected over the past five years about the effects of educational gamification on student motivation and academic achievement. | 14 | Motivation was found to be the most studied variable in gamification | No specific finding was stated except that an improvement in student academic achievement was observed. |
Montenegro-Rueda et al. [4] | To compile data on gamification research conducted in higher education and evaluate its effects on the learning of university students. | 20 | The motivation generated by students is the most important aspect of gamification, according to the general findings. | No specific finding was stated. |
Level | Module | No. of Students | No. of Respondents | Response Rate |
---|---|---|---|---|
100 | IT and Computer Fundamentals | 195 | 186 | 95% |
200 | Systems Analysis and Design | 88 | 83 | 94% |
300 | Information Security | 47 | 45 | 96% |
Information Systems Management | 13 | 11 | 85% | |
400 | IT Project Management | 64 | 62 | 97% |
Totals | 407 | 387 | 95% |
Variable | Cognitive Load | Engagement | Motivation | VIF | CA | CR |
---|---|---|---|---|---|---|
C1 | 0.619 | 0.430 | 0.493 | 1.377 | 0.851 | 0.855 |
C2 | 0.695 | 0.504 | 0.564 | 1.671 | ||
C3 | 0.691 | 0.495 | 0.529 | 1.629 | ||
C4 | 0.723 | 0.594 | 0.599 | 1.580 | ||
C5 | 0.699 | 0.509 | 0.507 | 1.627 | ||
C6 | 0.768 | 0.545 | 0.588 | 2.025 | ||
C7 | 0.669 | 0.503 | 0.446 | 1.487 | ||
C8 | 0.732 | 0.585 | 0.601 | 1.781 | ||
E1 | 0.544 | 0.710 | 0.499 | 1.521 | 0.840 | 0.843 |
E2 | 0.587 | 0.754 | 0.587 | 1.687 | ||
E3 | 0.611 | 0.807 | 0.581 | 1.978 | ||
E4 | 0.528 | 0.704 | 0.504 | 1.496 | ||
E5 | 0.561 | 0.764 | 0.503 | 1.793 | ||
E6 | 0.505 | 0.730 | 0.524 | 1.660 | ||
M1 | 0.525 | 0.532 | 0.686 | 1.538 | 0.827 | 0.839 |
M2 | 0.483 | 0.499 | 0.718 | 1.615 | ||
M3 | 0.598 | 0.582 | 0.768 | 1.781 | ||
M4 | 0.569 | 0.526 | 0.689 | 1.510 | ||
M5 | 0.469 | 0.419 | 0.611 | 1.446 | ||
M6 | 0.513 | 0.435 | 0.630 | 1.411 | ||
M7 | 0.434 | 0.311 | 0.519 | 1.340 | ||
M8 | 0.581 | 0.507 | 0.748 | 1.860 |
Relationship | Heterotrait–Monotrait Ratio (HTMT) |
---|---|
Engagement <-> Cognitive Load | 0.878 |
Motivation <-> Cognitive Load | 0.921 |
Motivation <-> Engagement | 0.848 |
Path | Path Coefficient | p-Values | Result |
---|---|---|---|
M->E | 0.344 | 0.000 *** | Significant |
C->E | 0.481 | 0.000 *** | Significant |
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Baah, C.; Govender, I.; Subramaniam, P.R. Enhancing Learning Engagement: A Study on Gamification’s Influence on Motivation and Cognitive Load. Educ. Sci. 2024, 14, 1115. https://doi.org/10.3390/educsci14101115
Baah C, Govender I, Subramaniam PR. Enhancing Learning Engagement: A Study on Gamification’s Influence on Motivation and Cognitive Load. Education Sciences. 2024; 14(10):1115. https://doi.org/10.3390/educsci14101115
Chicago/Turabian StyleBaah, Charles, Irene Govender, and Prabhakar Rontala Subramaniam. 2024. "Enhancing Learning Engagement: A Study on Gamification’s Influence on Motivation and Cognitive Load" Education Sciences 14, no. 10: 1115. https://doi.org/10.3390/educsci14101115
APA StyleBaah, C., Govender, I., & Subramaniam, P. R. (2024). Enhancing Learning Engagement: A Study on Gamification’s Influence on Motivation and Cognitive Load. Education Sciences, 14(10), 1115. https://doi.org/10.3390/educsci14101115