Gamification in Education and User Experience

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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.

Last updated 1:45 AM on 7/19/26
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18 Terms

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Gamification

The integration of game design elements into non-game contexts to promote a "gameful experience."

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Self-Determination Theory (SDT)

A theoretical framework suggesting that intrinsic motivation is fostered when three basic psychological needs are met: autonomy, competence, and relatedness.

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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.

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Competence

The perceived ability to affect desired consequences, which is fostered through instant feedback and incremental challenges.

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Relatedness

The sense of connection to others, facilitated by social features like chats, forums, and teamwork.

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Intrinsic Motivation

Performance of an activity for its inherent satisfaction rather than for extrinsic rewards.

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Extrinsic Motivation

Motivation driven by external rewards such as points, badges, and leaderboards.

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The Novelty Effect

The phenomenon where an initial boost in engagement declines over time as a gamified system's initial excitement wears off.

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Game-Based Learning (GBL)

The application of full-fledged educational games designed specifically to motivate students.

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Serious Games

Simulations that combine real-world scenarios with game mechanics to develop specific competencies in safe, low-cost environments.

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Gameful Experience

A psychological state resulting from the interaction of a non-trivial, achievable goal with a sense of autonomy; closely related to "flow."

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Self-Efficacy

An individual's belief in their capacity to succeed at a specific task, as proposed in Bandura's Social Learning Theory.

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Points

The most prevalent gamified element, utilized in 75.00%75.00\% of educational studies.

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Informational Feedback

Feedback perceived by the user as data and guidance to improve their competence, leading to increased intrinsic motivation.

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Controlling Feedback

Feedback perceived as pressure or monitoring, which thwarts the sense of autonomy and decreases intrinsic motivation.

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Intrinsic Motivation Inventory (IMI)

A psychometric tool used to assess interest/enjoyment, perceived competence, pressure/tension, perceived choice, and value/utility.

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ARCS Model

A model proposed by Keller to evaluate tasks based on four conditions: Attention, Relevance, Confidence, and Satisfaction.

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Academic Motivation Scale

A research instrument used to differentiate between intrinsic motivation, extrinsic motivation, and amotivation.