A gamified experiential learning intervention for engaging students through satisfying needsDavid, L. ORCID: https://orcid.org/0000-0003-3935-9101 and Weinstein, N. ORCID: https://orcid.org/0000-0003-2200-6617 (2023) A gamified experiential learning intervention for engaging students through satisfying needs. Journal of Educational Technology Systems, 52 (1). pp. 52-72. ISSN 1541-3810
It is advisable to refer to the publisher's version if you intend to cite from this work. See Guidance on citing. To link to this item DOI: 10.1177/00472395231174614 Abstract/SummaryA field experiment conducted across an academic semester tested the impact of a gamified experiential learning intervention strategically framing a student response system (SRS) to maximize student engagement through their technology use in class. Participants ( n = 123) aged 9–16 years received an experimental intervention designed to foster intrinsic motivation through optimally challenging engagement. To achieve this, the intervention utilized teamwork, made friendly competence-enhancing competition salient, and created choice. In a comparison condition, students used SRS without these additional enhancements. Students were surveyed at three time points. The experimental intervention reported increasing psychological need satisfaction for autonomy, competence, and relatedness and greater academic well-being. An observer rating demonstrated more classroom behaviors indicative of intrinsic motivation as compared to the comparison condition. The effects of the intervention increasing student-reported and observer-rated academic well-being were due to more immediate beneficial effects of the gamified experiential condition fostering basic psychological needs for autonomy, relatedness, and competence.
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