Skip to main content

Gamification Based Collaborative Learning: The Impact of Rewards on Student Motivation

  • Conference paper
  • First Online:
Towards a Hybrid, Flexible and Socially Engaged Higher Education (ICL 2023)

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 899))

Included in the following conference series:

  • 105 Accesses

Abstract

Motivation is still required in higher education. Therefore, collaborative learning is highly recommended as an instructional method. To provide a more engaging learning experience for higher students education, a gamification can be introduced. Rewards present a foundational element of gamified learning. It included points, badges, animated feedbacks and even gifts in order to increase the enjoyment of a game. The aim of the current study is to investigate the effect of reward on the attitudes of students towards gamified group learning environments. The proposed method aims to rise the benefit of gamified rewards such as collaboration between team members, motivation and evidently challenge applying gamification based collaborative learning. In this context, a comparative study between 2 gamified groups of students without rewards and with rewards, was conducted. The results indicate that the gamified group with rewards remains the most relevant having the highest interest rate. Results confirm that the reward has enhanced Student Motivation (SM = 98.75%), group unity and collaboration between team members (CTM = 97.11%) and increasing student challenge (SC = 95.56%). The propose method highlights high-quality rewards performance in the collaborative gamification.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 199.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Prince, M.: Does active learning work? A review of the research. J. Eng. Educ. 93(3), 223–231 (2004)

    Article  Google Scholar 

  2. Fahid, F.M., et al.: Effects of Modalities in Detecting Behavioral Engagement in Collaborative Game-Based Learning (2023)

    Google Scholar 

  3. Ramos, J.L., Cattaneo, A.A., de Jong, F.P., Espadeiro, R.G.: Pedagogical models for the facilitation of teacher professional development via video-supported collaborative learning. A review of the state of the art. J. Res. Technol. Educ. 54(5), 695–718 (2022)

    Google Scholar 

  4. De Jong, F.P.C.M.: Knowledge In-(ter)-action. Responsive learning as knowledge building. Aeres Applied University Wageningen and Open University Heerlen (2020a). https://doi.org/10.46884/2020.2

  5. Cai, Z., Mao, P., Wang, D., He, J., Chen, X., Fan, X.: Effects of scaffolding in digital game-based learning on student’s achievement: a three-level meta-analysis. Educ. Psychol. Rev. 34(2), 537–574 (2022)

    Article  Google Scholar 

  6. Abdul Jabbar, A.I., Felicia, P.: Gameplay engagement and learning in game-based learning: a systematic review. Rev. Educ. Res. 85(4), 740–779 (2015)

    Article  Google Scholar 

  7. Bunchball.: Gamification 101: an introduction to game dynamics [White paper] (2010). Retrieved from http://jndglobal.com/wp-content/uploads/2011/05/gamification1011.pdf. Accessed 2 Jan. 2018

  8. Kalogiannakis, M., Papadakis, S., Zourmpakis, A.I.: Gamification in science education. A systematic review of the literature. Educ. Sci. 11(1), 22 (2021)

    Google Scholar 

  9. Jagušt, T., Botički, I., So, H.J.: Examining competitive, collaborative and adaptive gamification in young learners’ math learning. Comput. Educ. 125, 444–457 (2018)

    Article  Google Scholar 

  10. Eltahir, M.E., Alsalhi, N.R., Al-Qatawneh, S., AlQudah, H.A., Jaradat, M.: The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education. Educ. Inf. Technol. 26, 3251–3278 (2021)

    Article  Google Scholar 

  11. Wang, M., Zheng, X.: Using game-based learning to support learning science: a study with middle school students. Asia-Pac. Educ. Res. 30, 167–176 (2021)

    Article  Google Scholar 

  12. Beiranvand, S., Foladvandi, M., Mokhayeri, Y., Khodaei, S., Hasanvand, S., Hoseinabadi, R.: The effect of simulation education based on flipped learning on academic engagement, motivation, and performance of first-year nursing students (2023)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Sonia Sahli .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Sahli, S., Spriet, T. (2024). Gamification Based Collaborative Learning: The Impact of Rewards on Student Motivation. In: Auer, M.E., Cukierman, U.R., Vendrell Vidal, E., Tovar Caro, E. (eds) Towards a Hybrid, Flexible and Socially Engaged Higher Education. ICL 2023. Lecture Notes in Networks and Systems, vol 899. Springer, Cham. https://doi.org/10.1007/978-3-031-51979-6_13

Download citation

Publish with us

Policies and ethics