Internet Learning Volume 4, Number 2, Fall 2015 | Page 86

Internet Learning Introduction Gamification is not the same as a game. The educational use of gamification blends game-based mechanics (Schell, 2015) with an understanding of the needs, goals and values described by self-determination theory (Deci & Ryan, 2015) of intrinsic motivation. It encourages engagement and measurable benefits for online learning. Gamification is also part of the effort to address the needs of Generation Z, also known as "Gen Next" or "Gen I,” including people born between the early 1990s and the early 2000s (Posnick-Goodwin, 2010). These folks have been thought of as smarter and more self-directed than other generations. They are able to process information more quickly than prior age groups, but they are not known for their ability to work in groups (Igel & Urguhort, 2012). The elements of mechanics and motivation merge to support applying game-based mechanics to existing educational courses to encourage engagement and measurable benefits for online learning. The authors of this study introduce the challenges associated with defining gamification and propose a model to support gamification design. The method and analysis sections review two case studies from earlier work in this field and conclude with recommendations for future research. Theoretical Framework Finding a succinct definition for gamification is a challenge. At its essence, is the notion that game-design elements, including game mechanics and game design principles, may transform an existing system into game-like constructs. Gamification is not the same as a game. (Schell, 2015) Examples of target systems include popular reward programs and academic course management tools. Definitions vary from this baseline as researchers relate the source of these game mechanics to video games, computer games or other game constructs. The centerpiece for this study is the search for an elusive definition, and to provide support for how researchers and professionals with little game design experience can leverage gamification through effective design and deployment to achieve predictable outcomes for students. During the course of the investigation mounted to find a common definition of gamification, certain themes emerged that offer great promise for advancing the research, as noted in Tables 1, 2 and 3. Wilson (2015) proposes a model for mapping game-design elements to the values and beliefs of users and in turn, another model that examines their relationship to their perception of usefulness and task performance. The combination of bridging game mechanics with the values and task perceptions of the players helps to promote a game that fosters meaningful play (Huizinga, 1955; Salen, Tekinbas & Zimmerman, 2003). The result may lead to more applicable and predictable results for online education, engagement and learning. Finding a succinct definition for gamification is a challenge. The Quest for a Gamification Definition Although gamification lacks a standard definition (Seaborn, 2015), common themes are found in the literature. For example, Denny (2013) defines gamification in terms of game elements used in non-game applications, whereas Li, 85