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Vocabulary flashcards defining the key concepts, theories, and game elements used in educational gamification and user experience design based on the lecture transcript.
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Gamification
The integration of game design elements into non-game contexts to promote a "gameful experience."
Self-Determination Theory (SDT)
A theoretical framework suggesting that intrinsic motivation is fostered when three basic psychological needs are met: autonomy, competence, and relatedness.
Autonomy
The feeling of being in control of one's own actions and goals, supported in gamified designs through choices like selecting avatars or missions.
Competence
The perceived ability to affect desired consequences, which is fostered through instant feedback and incremental challenges.
Relatedness
The sense of connection to others, facilitated by social features like chats, forums, and teamwork.
Intrinsic Motivation
Performance of an activity for its inherent satisfaction rather than for extrinsic rewards.
Extrinsic Motivation
Motivation driven by external rewards such as points, badges, and leaderboards.
The Novelty Effect
The phenomenon where an initial boost in engagement declines over time as a gamified system's initial excitement wears off.
Game-Based Learning (GBL)
The application of full-fledged educational games designed specifically to motivate students.
Serious Games
Simulations that combine real-world scenarios with game mechanics to develop specific competencies in safe, low-cost environments.
Gameful Experience
A psychological state resulting from the interaction of a non-trivial, achievable goal with a sense of autonomy; closely related to "flow."
Self-Efficacy
An individual's belief in their capacity to succeed at a specific task, as proposed in Bandura's Social Learning Theory.
Points
The most prevalent gamified element, utilized in 75.00% of educational studies.
Informational Feedback
Feedback perceived by the user as data and guidance to improve their competence, leading to increased intrinsic motivation.
Controlling Feedback
Feedback perceived as pressure or monitoring, which thwarts the sense of autonomy and decreases intrinsic motivation.
Intrinsic Motivation Inventory (IMI)
A psychometric tool used to assess interest/enjoyment, perceived competence, pressure/tension, perceived choice, and value/utility.
ARCS Model
A model proposed by Keller to evaluate tasks based on four conditions: Attention, Relevance, Confidence, and Satisfaction.
Academic Motivation Scale
A research instrument used to differentiate between intrinsic motivation, extrinsic motivation, and amotivation.