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Table 1 Motivation: Perspectives and implications (adapted from (Flores 2015))

From: Evaluation of awarding badges on Student’s engagement in Gamified e-learning systems

Perspective

Implications

Trait

Achievement, power, and affiliation motives are driven respectively by success and progress, competition and control, and collaboration in gamification. (Dornyei and Ottó 1998)

Behavioristic learning

Incorporating real-time or faster, frequent feedback and rewards in gamification motivate learners. (Dale 2014)

Cognitive

Learners are motivated to achieve clearly stated and achievable outcomes, and to master processes oriented towards defined goals. (Pina et al. 2009)

Self-determination

Providing for competence, autonomy, and social acceptance in gamification can encourage learners to engage better. (Seaborn and Fels 2015)

Interest

Creating contextual interest through gamification and following up with timely, relevant feedback and a clear vision about the achievable goal can motivate and engage players sustainably. (Zichermann and Cunningham 2011)

Emotion

Gamification can be more successful in motivating players by putting more accent on positive (pleasure, sympathy, connectedness, competition) feelings, while holding back on negatives (envy, anger, desperation, helplessness) (Kuh 2009)