Toward Usability Testing of Motivational Affordances through Gamification

Motivation is fundamental for user engagement in applications. In particular, in educational software systems, gamification is widely used to try to increase student performance and well-being, as it comprises motivational benefits. However, the effectiveness of gamification has sometimes been under...

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Bibliographic Details
Published inInternational journal of human-computer interaction Vol. 40; no. 9; pp. 2398 - 2414
Main Authors Durmaz, Taygun B., Fuertes, José L., Imbert, Ricardo
Format Journal Article
LanguageEnglish
Published Norwood Taylor & Francis 02.05.2024
Lawrence Erlbaum Associates, Inc
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Summary:Motivation is fundamental for user engagement in applications. In particular, in educational software systems, gamification is widely used to try to increase student performance and well-being, as it comprises motivational benefits. However, the effectiveness of gamification has sometimes been under question, since a variety of research experiments with the same gamification elements result in conflicting outcomes. Advancement in motivational psychology allows us to relate how perceptions are predictors of well-being and performance. With this purpose, relevant studies have been researched directing the user toward the desired outcomes, and a usability checklist has been developed to assess Motivational Information Systems. We then carried out an experiment from the perception questionnaires and the performance of the students to evaluate a particular gamification system in an educational context. The observed results from the field study have validated the applicability of the checklist, as the predictions were consistent with the literature.
ISSN:1044-7318
1532-7590
1044-7318
DOI:10.1080/10447318.2022.2162277