Date of Award
Fall 2024
Language
English
Embargo Period
12-1-2024
Document Type
Dissertation
Degree Name
Doctor of Philosophy (PhD)
College/School/Department
Department of Education Theory and Practice
Program
Curriculum and Instruction
First Advisor
Peter Shea
Committee Members
Jianwei Zhang, Reza Feyzi Behnagh
Keywords
online learning, gamification, graduate education, teacher education, self-determination theory, instructional technology
Subject Categories
Educational Technology
Abstract
Gamification has emerged over the past ~10-12 years as a popular design approach to problems of motivation in online or blended learning, with a particular emphasis on distinguishing between extrinsic motivation driven by points, grades, class rank, etc, vs. intrinsic motivation driven by personal values and interest in the curriculum. Self-Determination Theory (SDT) forms the theoretical basis of much of this literature, yet the mediating constructs of learner self-regulation and autonomous vs. controlled regulatory styles, which describe the processes by which extrinsic motivators like game rewards or curriculum requirements are integrated with intrinsic goals, are under-addressed. This has led to a disconnect between extrinsic design interventions proposed by teacher/researchers and motivational outcomes for learners.
This case study describes the development of a gamified course designed to support autonomous self-regulation for online students. Introduction to Games for Learning was an elective topic survey offered through a fully online graduate education program. IGL was gamified to emulate a choose-your-own-path style adventure game, with students choosing between multiple alternative assessments within each topic area and earning recognition and game rewards for completing extra work within a preferred assessment ‘guild(s)’ or content ‘level(s).’ Game mechanics were designed to embody a mix of autonomy-supportive and controlling teaching practices that have been identified in prior SDT research.
Students were surveyed to measure individual regulatory styles and relative preference for autonomous or controlled choices, then those results were compared against final ‘player profiles’ which described individual goals and choices that emerged through interacting with the gamified course mechanics. Although no significant relationship was found between regulatory style and course outcomes, clearly distinct patterns of engagement did appear in the player profiles. Feedback surveys and follow-up interviews with participants indicated a strong perception of autonomy-support, which facilitates the integration of extrinsic course requirements with intrinsic learning goals and leads to improved learning motivation and self-regulation.
License
This work is licensed under a Creative Commons Attribution 4.0 International License.
Recommended Citation
Knight, Sturdy, "The GUILD House: A Mixed-Methods Case Study of Game-Utilizing Information/Learning Design for Autonomy-Supportive Instruction in an Asynchronous Online Course" (2024). Electronic Theses & Dissertations (2024 - present). 85.
https://scholarsarchive.library.albany.edu/etd/85