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© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.

Abstract

Digital game-based learning builds on the general characteristics of games. The incentive system (points, scores, stars, levels, and performance feedback) integrates design elements to keep a learner engaged. In the work described here, we investigated which elements of the incentive system design—rewards, penalties, or feedback—have the potential to trigger students’ motivation to play the game. We used eye tracking of eight primary school children, aged 8–11 years, as they interacted with the incentive system of a mathematics game-based item and its specific design, followed by a semi-structured interview. Eye-tracking results show that students paid minimal visual attention to the incentive system during the game, regardless of their level of performance in the game or their age group. The feedback at the end of the game attracted more of their visual attention and provided a good opportunity to inform them about their performance. The semi-structured interviews revealed a high level of self-reported excitement about playing the game, mainly related to the design of the incentive system. Elements of the incentive system triggered students’ wish for student-to-student competition, which has been shown in the literature on traditional tangible rewards to stifle intrinsic motivation under certain conditions. The results of this study show that the design of the incentive system has the potential to promote extrinsic motivation with the game through rewards and penalties, and open the reflection on its possible spillover effect on intrinsic motivation in digital game-based learning.

Details

Title
The Design of Incentive Systems in Digital Game-Based Learning: How Primary School Children Interact with It
Author
Lomos, Catalina 1   VIAFID ORCID Logo  ; Seineke, Undine 2 ; Kesting, Frauke 3 ; J W (Hans) Luyten 4 

 Living Conditions, Luxembourg Institute of Socio-Economic Research, L-4366 Esch-sur-Alzette, Luxembourg 
 Independent Researcher, 10551 Berlin, Germany; [email protected] 
 SCRIPT, Service de Coordination de la Recherche et de L’Innovation Pédagogiques et Technologiques, L-2165 Luxembourg City, Luxembourg; [email protected] 
 Department of Learning, Data-Analytics and Technology, Faculty of Behavioural, Management and Social Sciences (BMS), University of Twente, 7522 Enschede, The Netherlands; [email protected] 
First page
668
Publication year
2023
Publication date
2023
Publisher
MDPI AG
e-ISSN
22277102
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2843048403
Copyright
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.