PLAYER MOTIVATION; IDENTIFYING THE NICHE THAT DRIVES GAMIFIED EDUCATION
1 Universiti Sains Malaysia (MALAYSIA)
2 Universiti Teknologi Malaysia (MALAYSIA)
3 Radboud University (NETHERLANDS)
About this paper:
Conference name: 13th International Technology, Education and Development Conference
Dates: 11-13 March, 2019
Location: Valencia, Spain
Abstract:
Gamification; the use of game elements in non-gaming context, has been introduced gradually and steadily into many aspects of our lives. This has been more relevant in the social, commerce and educational platforms. Yet as other fields have managed to identify their target users and cultivate their interests successfully, education remains elusive and critical. This is due the fact that infusion of game elements into any educational platform or learning activities without prior understanding of the target audience will lead to disengagement and failure; consequently leading to a form of meaningless gamification. Due to this, there is a need for research about the motivation that exists in a player or user of the gamified system. Thus, a systematic review was carried based on the findings of latest research in the field of gamified education which incorporated player motivation. Based on the reviews, it was seen that the existence of player motivation among users were seen to be not only relevant but also vital as it can be used as an underlying foundation in creating a meaningful form of gamification that suits the need of the system users. Therefore by identifying the types, characteristics and feasibility of player motivation, it can later be adapted into the educational environment in order to find the right niche that drives the users towards an indispensable gamified education.Keywords:
Gamification, player motivation, education.