11,367 research outputs found

    Autonomy in Video Games and Gamification

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    In the past decade, gamification (using game elements in non-gaming tasks to enhance motivation and engagement) has become a popular concept in many industries, but few studies have explored the principles under which it works. Self-determination theory suggests three psychological needs that gamification fulfills: competence, relatedness, and autonomy. Autonomy, a person\u27s perception that they have the ability to act however they choose, has emerged as an important, yet less-studied aspect in gamification. Inclusion of autonomy in gamification should foster engagement, enjoyment, and better performance. An experiment inspired by the above was carried out in which a sample of college students (N = 57) played a video game called Super Mario Bros. Crossover with either the choice to customize the aesthetics of their character and background (autonomy-supportive) or no choice of aesthetics (non-supportive). It was hypothesized that conditions involving more choice would lead to higher perceived autonomy and performance, and that perceived autonomy would be positively correlated with engagement, enjoyment, and performance. The manipulation resulted in no significant difference in perceived autonomy or performance, and perceived autonomy was only significantly positively correlated with enjoyment. Prior Super Mario Bros. experience was also found to positively correlate with perceived autonomy in the autonomy-supportive condition. The choice of aesthetics does not appear to have been sufficiently strong enough to increase perceived autonomy in this context

    Open source software contributors\u27 motivations in a community of practice

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    The success of open source software is gaining more attention from software users as well as educators. A variety of open source Software exists for different operating systems (Windows, Macintosh, and Linux) for users in many languages contributed and maintained primarily by volunteers. To learn more about what drives them to devote their time and expertise to creating, debugging, and supporting these widely-used applications, an online survey with Likert-scaled items measuring different types of motivations was distributed to contributors to Mozilla, Moodle, OpenOffice, Koha, and Limesurvey. The survey included comments that were used to check the validity of the Likert-scaled items and open-ended questions that allowed respondents to express their reasons for participating in these open source communities. The Likert-scaled items showed that the open source contributors (n=110, 38 paid and 72 volunteers) are motivated primarily by intrinsic desire: altruism, creation, and learning. Receiving payment for their work did not significantly impact reasons for contributing to OSS projects. The comments and open-ended questions validated the findings and indicated that building a Utopian community--the desire to help for the greater good worldwide--is one of the most important motivators. Also, the freedom to create free software and share a pool of knowledge with those from inside and outside the community is a main reason why contributors join and remain members of open source communities. The conclusion suggests using the community of open source software as an example of collaboration not only in the online learning but also for participation in classrooms

    Community-Based Production of Open Source Software: What Do We Know About the Developers Who Participate?

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    This paper seeks to close an empirical gap regarding the motivations, personal attributes and behavioral patterns among free/libre and open source (FLOSS) developers, especially those involved in community-based production, and its findings on the existing literature and the future directions for research. Respondents to an extensive web-survey’s (FLOSS-US 2003) questions about their reasons for work on FLOSS are classified according to their distinct “motivational profiles” by hierarchical cluster analysis. Over half of them also are matched to projects of known membership sizes, revealing that although some members from each of the clusters are present in the small, medium and large ranges of the distribution of project sizes, the mixing fractions for the large and the very small project ranges are statistically different. Among developers who changed projects, there is a discernable flow from the bottom toward the very small towards to large projects, some of which is motivated by individuals seeking to improve their programming skills. It is found that the profile of early motivation, along with other individual attributes, significantly affects individual developers’ selections of projects from different regions of the size range.Open source software, FLOSS project, community-based peer production, population heterogeneity, micro-motives, motivational profiles, web-cast surveys, hierarchical cluster analysis

    Putting the "Fun Factor" Into Gaming: The Influence of Social Contexts on Experiences of Playing Videogames

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    The increasingly social nature of gaming suggests the importance of understanding its associated experiences and potential outcomes. This study examined the influence of social processes in gameplay and different gaming contexts on the experience of individual and group flow when engaged in the activity. It also examined the affective experiences associated with different types of social gaming. The research consisted of a series of focus groups with regular gamers. The results of the thematic analysis revealed the importance of social belonging, opportunities for social networking and the promotion of social integration for game enjoyment. However, social experiences could also facilitate feelings of frustration in gameplay as a result of poor social dynamics and competitiveness. The analysis furthermore suggested that group flow occurs in social gaming contexts, particularly in cooperative gameplay. A number of antecedents of this shared experience were identified (e.g., collective competence, collaboration, task-relevant skills). Taken together, the findings suggest social gaming contexts enhance the emotional experiences of gaming. The study demonstrates the importance of examining social gaming processes and experiences to further understand their potential influence on associated affective outcomes. Areas of further empirical research are discussed in reference to the study’s findings

    Designing Engaging Learning Experiences in Programming

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    In this paper we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies to explore how programming tasks could be framed to motivate learners. Our empirical findings from these four field studies are summarized here, with a particular focus upon one – Whack a Mole – which compared the use of a physical interface with the use of a screen-based equivalent interface to obtain insights into what made for an engaging learning experience. Emotions reported by two sets of participant undergraduate students were analyzed, identifying the links between the emotions experienced during programming and their origin. Evidence was collected of the very positive emotions experienced by learners programming with a physical interface (Arduino) in comparison with a similar program developed using a screen-based equivalent interface. A follow-up study provided further evidence of the motivation of personalized design of programming tangible physical artefacts. Collating all the evidence led to the design of a set of ‘Learning Dimensions’ which may provide educators with insights to support key design decisions for the creation of engaging programming learning experiences

    Motivation, Optimal Experience and Flow in First Year Computing Science

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    We examine the concept of motivation from the perspective of Self Determination Theory and give a brief overview of relevant results. We also consider the optimal state known as "Flow" and give an account of its conceptualisation in the theory due to Csikszentmihalyi. After discussion of ways in which these concepts can be measured, we describe a set of preliminary studies that investigate motivation and flow in the context of a first year computing class. We analyse student responses to enquiries about perceptions of motivation and flow experiences and look at links between them. We also discuss intrinsic motivation within the subject

    Predicting Students’ Physical Activity and Health-Related Well-Being: A Prospective Cross-Domain Investigation of Motivation Across School Physical Education and Exercise Settings \ud

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    A three-wave prospective design was used to assess a model of motivation guided by self-determination theory (Ryan & Deci, 2008) spanning the contexts of school physical education (PE) and exercise. The outcome variables examined were health-related quality of life (HRQoL), physical self-concept (PSC), and 4 days of objectively assessed estimates of activity. Secondary school students (n = 494) completed questionnaires at three separate time points and were familiarized with how to use a sealed pedometer. Results of structural equation modeling supported a model in which perceptions of autonomy support from a PE teacher positively predicted PE-related need satisfaction (autonomy, competence, and relatedness). Competence predicted PSC, whereas relatedness predicted HRQoL. Autonomy and competence positively predicted autonomous motivation toward PE, which in turn positively predicted autonomous motivation toward exercise (i.e., 4-day pedometer step count). Autonomous motivation toward exercise positively predicted step count, HRQoL, and PSC. Results of multisample structural equation modeling supported gender invariance. Suggestions for future work are discussed.\ud \u

    Supporting Co-Regulation and Motivation in Learning Programming in Online Classrooms

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    Self-regulation of learning in programming has been extensively investigated, emphasising an individual's metacognitive and motivational regulation components. However, learning often happens in socially situated contexts, and little emphasis has been paid to studying social modes of regulation in programming. We designed Thyone, a collaborative Jupyter Notebook extension to support learners' programming regulation in an online classroom context with the overall aim to foster their intrinsic motivation toward programming. Thyone's salient features - Flowchart, Discuss and Share Cell - incorporate affordances for learners to co-regulate their learning and drive their motivation. In an exploratory quasi-experimental study, we investigated learners' engagement with Thyone's features and assessed its influence on their learning motivation in an introductory programming course. We found that Thyone facilitated the co-regulation of programming learning and that the users' engagement with Thyone appeared to positively influence components of their motivation: interest, autonomy, and relatedness. Our results inform the design of technological interventions to support co-regulation in programming learning
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