Contextualizing Gamification Design: Using Extended Achievement Goal Theory to Understand College Learner Differences

Jian Tang, Ping Zhang, Eunmi Jeong

Research output: Chapter in Book/Entry/PoemConference contribution

Abstract

Gamification is considered a promising approach to motivating learners. Yet, existing research found an inconsistent motivating impact of gamification designs. This paper explores individual differences in gamification design in the college learning context. Drawing upon the extended achievement goal theory, we posit that individuals' academic and social achievement goal orientations can portray user types for gamification designs in a learning environment. Using data collected from college students, we validate an instrument to measure college learners' achievement goal orientations. We subsequently identify three clusters of learners: the Self-image Worriers, the Minimizers, and the Eager Learners. We name this learner taxonomy ASGOL (Academic and Social Goal Orientation Learners). We speculate about gamification design implications for supporting all ASGOL types.

Original languageEnglish (US)
Title of host publicationProceedings of the 56th Annual Hawaii International Conference on System Sciences, HICSS 2023
EditorsTung X. Bui
PublisherIEEE Computer Society
Pages1137-1146
Number of pages10
ISBN (Electronic)9780998133164
StatePublished - 2023
Event56th Annual Hawaii International Conference on System Sciences, HICSS 2023 - Virtual, Online, United States
Duration: Jan 3 2023Jan 6 2023

Publication series

NameProceedings of the Annual Hawaii International Conference on System Sciences
Volume2023-January
ISSN (Print)1530-1605

Conference

Conference56th Annual Hawaii International Conference on System Sciences, HICSS 2023
Country/TerritoryUnited States
CityVirtual, Online
Period1/3/231/6/23

Keywords

  • achievement goals
  • ASGOL types
  • gamification
  • goal orientations

ASJC Scopus subject areas

  • General Engineering

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