Gamification with Purpose: What Learners Prefer to Motivate Their Learning

Fuente: arXiv
Saved in:
Bibliographic Details
Main Authors: Marquardt, Kai, Schulz, Mona, Koziolek, Anne, Happe, Lucia
Format: Preprint
Published: 2025
Subjects:
Online Access:
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866908701667885056
author Marquardt, Kai
Schulz, Mona
Koziolek, Anne
Happe, Lucia
author_facet Marquardt, Kai
Schulz, Mona
Koziolek, Anne
Happe, Lucia
contents This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification design with pedagogical goals, while mitigating risks such as the erosion of intrinsic motivation. A systematic literature review was conducted to identify ten widely discussed GDEs. Visual prototypes representing each element were developed, and a best-worst scaling (BWS) survey with 125 participants was administered to elicit preference rankings. Qualitative feedback was also collected to uncover motivational drivers. Learners consistently preferred GDEs that support learning processes directly-most notably progress bars, concept maps, immediate feedback, and achievements. Qualitative analysis revealed six recurring motivational themes, including visible progress, content relevance, and constructive feedback. The findings suggest that learners value gamification elements that are meaningfully integrated with educational content and support intrinsic motivation. Purpose-aligned gamification should prioritize tools that visualize learning progress and provide actionable feedback, rather than relying solely on extrinsic incentives.
format Preprint
id arxiv_https___arxiv_org_abs_2512_08551
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Gamification with Purpose: What Learners Prefer to Motivate Their Learning
Marquardt, Kai
Schulz, Mona
Koziolek, Anne
Happe, Lucia
Software Engineering
Computers and Society
Human-Computer Interaction
Multimedia
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification design with pedagogical goals, while mitigating risks such as the erosion of intrinsic motivation. A systematic literature review was conducted to identify ten widely discussed GDEs. Visual prototypes representing each element were developed, and a best-worst scaling (BWS) survey with 125 participants was administered to elicit preference rankings. Qualitative feedback was also collected to uncover motivational drivers. Learners consistently preferred GDEs that support learning processes directly-most notably progress bars, concept maps, immediate feedback, and achievements. Qualitative analysis revealed six recurring motivational themes, including visible progress, content relevance, and constructive feedback. The findings suggest that learners value gamification elements that are meaningfully integrated with educational content and support intrinsic motivation. Purpose-aligned gamification should prioritize tools that visualize learning progress and provide actionable feedback, rather than relying solely on extrinsic incentives.
title Gamification with Purpose: What Learners Prefer to Motivate Their Learning
topic Software Engineering
Computers and Society
Human-Computer Interaction
Multimedia
url https://arxiv.org/abs/2512.08551