Internet Learning Volume 4, Number 2, Fall 2015 | Page 92

Gamification Challenges and a Case Study in Online Learning motivation is directed towards the GDEs and not to the task itself. In other words, the intrinsically motivating GDEs serve as extrinsic motivators for the task. According to SDT, a gamified system built entirely on extrinsic motivators will decrease a user’s inherent motivation for the task (Ryan & Deci, 2002). If the GDEs are removed, the user will likely be worse off—in terms of being able to accomplish the task— than before the gamification was added (Nicholson, 2012). The underlying theory for this relationship is the SDT sub-theory organismic integration theory (OIT). The goal for long-term effective gamification is not just for the user to accomplish the task, but also for the user to internalize or integrate the task. This is more likely to be accomplished when the gamification system allows for the basic psychological needs of autonomy, competence, and relatedness to be met. Treasure Hunters: A Case Study Gamification is not a game, yet when it is applied to an online course or a business’s rewards program, it employs game-like properties to increase participation and engagement. To illustrate how gamification can transform an existing course or system into a game, the authors analyzed a case study conducted by Calongne (2005a; 2005b) that featured the design, implementation and assessment of a Treasure Hunter Game to strengthen online learning. One goal of the study was to reduce the fear that students experience when working in online teams and to strengthen the final project, which was developed by small groups of 3-4 members during two 5.5 week class. The software project management class met fully online while the software requirements engineering class used a hybrid or blended learning model and met one night a week on campus and the rest of the weekly activities were held online. In the hybrid model, students attended a face-to-face class once a week for three hours, and completed their assignments and class discussions online using Blackboard, a learning management tool. a gamified system provides needed extrinsic motivation for the user to accomplish the designated task. The problem noted with these classes stemmed from student reluctance to begin work on the team project. Both classes developed team projects: 1) the hybrid class developed a software project management plan with a detailed schedule, an organization breakdown structure, a work breakdown structure, a strategy for defining cost accounts and related elements to support a complex software development project; and 2) the online class developed a software requirements specification with a lifecycle requirements traceability matrix. Working together in groups was a vital part of the career-oriented curriculum as it provided life skills suitable for future work in software engineering. Mapping the course assignments to the game mechanics required preserving the curriculum goals while measuring that the students were developing the desired skills and competencies. Working together in groups was a vital part of the career-oriented curriculum 91