Gamification in Higher Education: Motivation and Learning Outcomes

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Description and Tags

Vocabulary terms based on the lecture notes regarding the impact of gamification on undergraduate student performance and motivation in higher education.

Last updated 3:22 PM on 7/18/26
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15 Terms

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Constructivist theory

A theoretical perspective used to design gamified systems that focuses on active knowledge building.

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Self-Determination Theory

A theoretical framework applied to gamification aimed at satisfying psychological needs.

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Flow Theory

A theoretical perspective used in gamification design that aims at achieving deep concentration.

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Motivation and Engagement Perspective

A dimension of gamification research that focuses on how these platforms amplify student involvement and interest.

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Academic Achievement Dimension

A dimension investigating the direct influence of gamification on learning outcomes such as knowledge acquisition and performance.

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Conditions of Implementation

Situational factors, including institutional support and pedagogical design, that determine the success or failure of a gamified system.

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Weak Theoretical Foundations

A gap in gamification where platforms are designed as "add-ons" without solid connections to established learning or motivational models.

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Fidelity of the implementation process

A set of institutional and pedagogical constraints often ignored, such as faculty preparedness and administrative support needed for long-term success.

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Autonomy and Relatedness

Psychological needs that gamification positively impacts by making students feel in charge of their learning and more connected to peers.

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Intrinsic Motivation

A type of motivation that gamification generally increases, though the overall effect size is often small.

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Short-term interventions

Gamification periods lasting 11 to 33 months, which tend to be more effective than year-long programs.

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Novelty

The quality of game elements that can wear off over time, potentially reducing the effectiveness of year-long gamification.

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Public leaderboards

A gamification feature that can discourage students who rank low, creating social pressure and a sense of failure.

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21st-century skills

Skills including computational thinking, creative innovation, and better communication developed by university students through gamification.

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Mixed-methods review

The type of review published in Discover Education used to investigate how gamification impacts learner behavior.