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. 2021 Feb 15;26(4):4049–4067. doi: 10.1007/s10639-021-10456-9

Table 1.

Feasibility study using gamification for learning

Criteria Justification
Motivation Students will learn the lesson and improve the knowledge if the system can make them feel motivated.
Significant choice Students feel free to select their activities in the lesson. They can make their own to complete the lesson for creating a sense of autonomy and control.
Structure and progress map Students can indicate the progress and performance of themselves in a certain activity to complete exercise and material learning.
Potential conflicts Students who can complete and show improvement in their performance after the lesson could be rewarded in order to provide a sense of mastery.