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Vocabulary terms based on the lecture notes regarding the impact of gamification on undergraduate student performance and motivation in higher education.
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Constructivist theory
A theoretical perspective used to design gamified systems that focuses on active knowledge building.
Self-Determination Theory
A theoretical framework applied to gamification aimed at satisfying psychological needs.
Flow Theory
A theoretical perspective used in gamification design that aims at achieving deep concentration.
Motivation and Engagement Perspective
A dimension of gamification research that focuses on how these platforms amplify student involvement and interest.
Academic Achievement Dimension
A dimension investigating the direct influence of gamification on learning outcomes such as knowledge acquisition and performance.
Conditions of Implementation
Situational factors, including institutional support and pedagogical design, that determine the success or failure of a gamified system.
Weak Theoretical Foundations
A gap in gamification where platforms are designed as "add-ons" without solid connections to established learning or motivational models.
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.
Autonomy and Relatedness
Psychological needs that gamification positively impacts by making students feel in charge of their learning and more connected to peers.
Intrinsic Motivation
A type of motivation that gamification generally increases, though the overall effect size is often small.
Short-term interventions
Gamification periods lasting 1 to 3 months, which tend to be more effective than year-long programs.
Novelty
The quality of game elements that can wear off over time, potentially reducing the effectiveness of year-long gamification.
Public leaderboards
A gamification feature that can discourage students who rank low, creating social pressure and a sense of failure.
21st-century skills
Skills including computational thinking, creative innovation, and better communication developed by university students through gamification.
Mixed-methods review
The type of review published in Discover Education used to investigate how gamification impacts learner behavior.