Araştırma Makalesi
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The Connection Between Gamification and Intrinsic Motivation: An Analysis from the Perspective of Self-Determination Theory

Yıl 2025, Cilt: 22 Sayı: 3, 828 - 849, 22.12.2025

Öz

Self-determination theory (SDT) is a motivational theory that proposes every individual has three basic psychological needs: autonomy, competence and relatedness. Although it is a widely adopted theoretical framework in the gamification literature, applied research on which gamification features fulfill which basic psychological needs of SDT and to what degree is still limited. In this correlational research, we investigated which gamification features satisfy their respective needs the most and the correlation between intrinsic motivation and the need satisfaction by gamification features. Within the scope of the study, we developed the Need Satisfaction of Gamification Features Scale with 174 participants. Through this scale and the Intrinsic Motivation Inventory, we collected data from 36 learners who experienced a 14-week gamified course. The collected data were analyzed by mean, standard deviation, and Pearson correlation coefficient. Findings indicated that autonomy was satisfied the most by providing options, competence by points and relatedness by peer comments. In addition, learners’ intrinsic motivation was found to have a stronger relationship with autonomy, supported by gamification features, than relatedness and competence. The results imply that a gamification design supporting the basic psychological needs of SDT could be utilized in educational settings that aim to facilitate learners’ intrinsic motivation.

Kaynakça

  • Aldemir, T., Çelik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235-254. https://doi.org/10.1016/j.chb.2017.10.001
  • Anuradhani, N., Yatigammana, K., & Wijayarathna, G. (2024). Defining gamification: a systematic literature review for developing a process-oriented definition. Journal of Multidisciplinary & Translational Research, 9(1).
  • Arkün Kocadere, S. & Çağlar, Ş. (2018). Gamification from player type perspective: A case study. Educational Technology & Society, 21(3): 12-22.
  • Bandhu, D., Mohan, M. M., Nittala, N. A. P., Jadhav, P., Bhadauria, A., & Saxena, K. K. (2024). Theories of motivation: A comprehensive analysis of human behavior drivers. Acta Psychologica, 244, 104177.
  • Comrey, A. L., & Lee, H. B. (1992). A First Course in Factor Analysis (2nd ed.). Lawrence Erlbaum.
  • Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627-668. https://doi.org/10.1037/0033-2909.125.6.627
  • Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227-268. https://doi.org/10.1207/S15327965PLI1104_01
  • Deterding, S., Sicart, M., Nacke, L., O'hara, K., & Dixon, D. (2011). Gamification. using game- design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428).
  • Dimitriadou, S. (2017). Designing and implementing a gamified system based on self determination theory in the moodle learning platform. In INTED2017 Proceedings (pp. 3707-3714). IATED. https://doi.org/10.21125/inted.2017.0904
  • Ding, L., Kim, C., & Orey, M. (2020). Design of gamified asynchronous online discussions. Technology, Pedagogy and Education, 29(5), 631-647. https://doi.org/10.1080/1475939X.2020.1801495
  • Duman, İ., Horzum, M. B., & Randler, C. (2020). Adaptation of the Short Form of the Intrinsic Motivation Inventory to Turkish. International Journal of Psychology and Educational Studies, 7(3), 26-33. https://doi.org/10.17220/ijpes.2020.03.003
  • Ekici, M. (2021). A systematic review of the use of gamification in flipped learning. Education and Information Technologies, 26(3), 3327-3346. https://doi.org/10.1007/s10639-020- 10394-y
  • Ertan, K., & Kocadere, S. A. (2022). Gamification design to increase motivation in online learning environments: a systematic review. Journal of Learning and Teaching in Digital Age, 7(2), 151-159. https://doi.org/10.53850/joltida.1020044
  • Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50. https://doi.org/10.2307/3151312
  • Gao, F. (2024). Advancing gamification research and practice with three underexplored ideas in self-determination theory. TechTrends, 68(4), 661-671. https://doi.org/10.1007/s11528- 024-00968-9
  • Guay, F., Chanal, J., Ratelle, C. F., Marsh, H. W., Larose, S., & Boivin, M. (2010). Intrinsic, identified, and controlled types of motivation for school subjects in young elementary school children. British Journal of Educational Psychology, 80(4), 711–735. https://doi.org/10.1348/000709910X499084
  • Hair, J.F., Black, W.C., Babin, B.J. & Anderson, R.E. (2010). Multivariate Data Analysis (7th Ed.). Pearson.
  • Kam, A. H., & Umar, I. N. (2018). Fostering authentic learning motivations through gamification: A self-determination theory (SDT) approach. Journal of Engineering Science and Technology, 13, 1-9.
  • Krath, J., Schürmann, L., & Von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 106963. https://doi.org/10.1016/j.chb.2021.106963
  • Kyewski, E., & Krämer, N. C. (2018). To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Computers & Education, 118, 25-37. https://doi.org/10.1016/j.compedu.2017.11.006
  • Li, L., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review. Educational Technology Research and Development, 72(2), 765-796. https://doi.org/10.1007/s11423-023-10337-7
  • Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534. https://doi.org/10.1016/j.chb.2015.08.048
  • Na, K., & Han, K. (2023). How leaderboard positions shape our motivation: the impact of competence satisfaction and competence frustration on motivation in a gamified crowdsourcing task. Internet Research, 33(7), 1-18. https://doi.org/10.1108/INTR-12- 2021-0897
  • Nacke, L. E., & Deterding, S. (2017). The maturing of gamification research. Computers in Human Behavior, 71, 450-454. https://doi.org/10.1016/j.chb.2016.11.062
  • Nguyen-Viet, B., & Nguyen-Viet, B. (2025). Gamification in Vietnamese education: Assessing psychological need satisfaction, intrinsic motivation, and learning effectiveness. Learning and Motivation, 89, 102101. https://doi.org/10.1016/j.lmot.2025.102101
  • Pilkington, C. (2018). A playful approach to fostering motivation in a distance education computer programming course: Behaviour change and student perceptions. The International Review of Research in Open and Distributed Learning, 19(3), 282-298. https://doi.org/10.19173/irrodl.v19i3.3664
  • Reeve, J. (2024). Understanding motivation and emotion. John Wiley & Sons.
  • van Roy, R., & Zaman, B. (2018). Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective. International Journal of Human-Computer Studies, 127, 38-50. https://doi.org/10.1016/j.ijhcs.2018.04.009
  • Ryan, R. M. (1982). Control and information in the intrapersonal sphere: An extension of cognitive evaluation theory. Journal of Personality and Social Psychology, 43(3), 450. https://doi.org/10.1037/0022-3514.43.3.450
  • Ryan, R. M., & Deci, E. L. (2000a). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68. https://doi.org/10.1037/0003-066X.55.1.68
  • Ryan, R. M., & Deci, E. L. (2000b). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67. https://doi.org/10.1006/ceps.1999.1020
  • Ryan, R. M. (2017). Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness. The Guilford Press.
  • Ryan, R. M., & Deci, E. L. (2019). Brick by brick: The origins, development, and future of self- determination theory. In Advances in motivation science (Vol. 6, pp. 111-156). Elsevier. https://doi.org/10.1016/bs.adms.2019.01.001
  • Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860
  • Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. https://doi.org/10.1016/j.chb.2016.12.033
  • Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77-112. https://doi.org/10.1007/s10648-019-09498-w
  • Schermelleh-Engel, K., Moosbrugger, H., & Müller, H. (2003). Evaluating the fit of structural equation models: Tests of significance and descriptive goodness-of-fit measures. Methods of Psychological Research Online, 8(2), 23-74. https://doi.org/10.23668/psycharchives.12784
  • Shi, L., & Cristea, A. I. (2016). Motivational gamification strategies rooted in self-determination theory for social adaptive e-learning. In International Conference on Intelligent Tutoring Systems (pp. 294-300). Springer International Publishing. https://doi.org/10.1007/978-3- 319-39583-8_32
  • Stefanou, C. R., Perencevich, K. C., DiCintio, M., & Turner, J. C. (2004). Supporting autonomy in the classroom: Ways teachers encourage student decision making and ownership. Educational Psychologist, 39(2), 97-110. https://doi.org/10.1207/s15326985ep3902_2
  • Tabachnick, B. G., & Fidell, L. S. (2013). Using multivariate statistics (6th ed.). Pearson.
  • Toda, A. M., Valle, P. H., & Isotani, S. (2018). The dark side of gamification: An overview of negative effects of gamification in education. Communications in Computer and Information Science, 832, 143–156. https://doi.org/10.1007/978-3-319-97934-2_9
  • Wee, S. C., & Choong, W. W. (2019). Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behaviour. Journal of Environmental Management, 233, 97-106. https://doi.org/10.1016/j.jenvman.2018.11.127
  • Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
  • Wilde, M., Bätz, K., Kovaleva, A., & Urhahne, D. (2009). Überprüfung einer Kurzskala intrinsischer Motivation (KIM). Zeitschrift für Didaktik der Naturwissenschaften, 15, 31- 45. https://doi.org/10.25656/01:31663
  • Williams, K. C., & Williams, C. C. (2011). Five key ingredients for improving student motivation. Research in Higher Education Journal, 12, 1-23.
  • Xi, N., & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, 46, 210-221. https://doi.org/10.1016/j.ijinfomgt.2018.12.002
  • Zainuddin, Z. (2018). Students' learning performance and perceived motivation in gamified flipped-class instruction. Computers & Education, 126, 75-88. https://doi.org/10.1016/j.compedu.2018.07.003
  • Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.

Oyunlaştırma ile İçsel Motivasyon Arasındaki Bağ: Öz Belirleme Kuramı Perspektifinden Bir Analiz

Yıl 2025, Cilt: 22 Sayı: 3, 828 - 849, 22.12.2025

Öz

Öz Belirleme Kuramı (Self-Determination Theory - SDT), her bireyin üç temel psikolojik ihtiyacı olduğunu öne süren bir motivasyon kuramıdır: özerklik, yeterlik ve ilişkili olma. Oyunlaştırma literatüründe yaygın olarak benimsenen bir kuram olmasına rağmen, hangi oyunlaştırma özelliğinin hangi ihtiyacı ne ölçüde desteklediğine dair uygulamalı çalışmalar sınırlıdır. Bu korelasyonel araştırmada, Öz Belirleme Kuramı kapsamındaki ihtiyaçların oyunlaştırma özellikleri tarafından ne ölçüde desteklendiği ve içsel motivasyon ile ilişkileri incelenmektedir. Çalışma kapsamında 174 katılımcı ile Oyunlaştırma Özellikleri ile Sağlanan İhtiyaç Doyumu Ölçeği geliştirilmiş, söz konusu ölçek ve İçsel Motivasyon Envanteri aracılığıyla 14 haftalık ders kapsamında oyunlaştırılmış öğrenme sürecini deneyimleyen 36 öğrenciden veri toplanmıştır. Veri analizinde ortalama, standart sapma ve Pearson korelasyon analizi kullanılmıştır. Bulgular seçenek sunmanın özerklik ihtiyacını, puanların yeterlik ihtiyacını ve akran yorumlarının ilişkili olma ihtiyacını en çok destekleyen oyunlaştırma özelliği olduğunu göstermiştir. Ayrıca, öğrencilerin içsel motivasyonunun, özerklik duygusu ile daha güçlü bir ilişkiye sahip olduğu belirlenmiştir. Sonuçlar, Öz Belirleme Kuramı kapsamındaki temel psikolojik ihtiyaçları destekleyen bir oyunlaştırma tasarımının, öğrencilerin içsel motivasyonunu artırmayı amaçlayan eğitim ortamlarında kullanılabileceğini göstermektedir.

Kaynakça

  • Aldemir, T., Çelik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235-254. https://doi.org/10.1016/j.chb.2017.10.001
  • Anuradhani, N., Yatigammana, K., & Wijayarathna, G. (2024). Defining gamification: a systematic literature review for developing a process-oriented definition. Journal of Multidisciplinary & Translational Research, 9(1).
  • Arkün Kocadere, S. & Çağlar, Ş. (2018). Gamification from player type perspective: A case study. Educational Technology & Society, 21(3): 12-22.
  • Bandhu, D., Mohan, M. M., Nittala, N. A. P., Jadhav, P., Bhadauria, A., & Saxena, K. K. (2024). Theories of motivation: A comprehensive analysis of human behavior drivers. Acta Psychologica, 244, 104177.
  • Comrey, A. L., & Lee, H. B. (1992). A First Course in Factor Analysis (2nd ed.). Lawrence Erlbaum.
  • Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627-668. https://doi.org/10.1037/0033-2909.125.6.627
  • Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227-268. https://doi.org/10.1207/S15327965PLI1104_01
  • Deterding, S., Sicart, M., Nacke, L., O'hara, K., & Dixon, D. (2011). Gamification. using game- design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428).
  • Dimitriadou, S. (2017). Designing and implementing a gamified system based on self determination theory in the moodle learning platform. In INTED2017 Proceedings (pp. 3707-3714). IATED. https://doi.org/10.21125/inted.2017.0904
  • Ding, L., Kim, C., & Orey, M. (2020). Design of gamified asynchronous online discussions. Technology, Pedagogy and Education, 29(5), 631-647. https://doi.org/10.1080/1475939X.2020.1801495
  • Duman, İ., Horzum, M. B., & Randler, C. (2020). Adaptation of the Short Form of the Intrinsic Motivation Inventory to Turkish. International Journal of Psychology and Educational Studies, 7(3), 26-33. https://doi.org/10.17220/ijpes.2020.03.003
  • Ekici, M. (2021). A systematic review of the use of gamification in flipped learning. Education and Information Technologies, 26(3), 3327-3346. https://doi.org/10.1007/s10639-020- 10394-y
  • Ertan, K., & Kocadere, S. A. (2022). Gamification design to increase motivation in online learning environments: a systematic review. Journal of Learning and Teaching in Digital Age, 7(2), 151-159. https://doi.org/10.53850/joltida.1020044
  • Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50. https://doi.org/10.2307/3151312
  • Gao, F. (2024). Advancing gamification research and practice with three underexplored ideas in self-determination theory. TechTrends, 68(4), 661-671. https://doi.org/10.1007/s11528- 024-00968-9
  • Guay, F., Chanal, J., Ratelle, C. F., Marsh, H. W., Larose, S., & Boivin, M. (2010). Intrinsic, identified, and controlled types of motivation for school subjects in young elementary school children. British Journal of Educational Psychology, 80(4), 711–735. https://doi.org/10.1348/000709910X499084
  • Hair, J.F., Black, W.C., Babin, B.J. & Anderson, R.E. (2010). Multivariate Data Analysis (7th Ed.). Pearson.
  • Kam, A. H., & Umar, I. N. (2018). Fostering authentic learning motivations through gamification: A self-determination theory (SDT) approach. Journal of Engineering Science and Technology, 13, 1-9.
  • Krath, J., Schürmann, L., & Von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 106963. https://doi.org/10.1016/j.chb.2021.106963
  • Kyewski, E., & Krämer, N. C. (2018). To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Computers & Education, 118, 25-37. https://doi.org/10.1016/j.compedu.2017.11.006
  • Li, L., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review. Educational Technology Research and Development, 72(2), 765-796. https://doi.org/10.1007/s11423-023-10337-7
  • Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534. https://doi.org/10.1016/j.chb.2015.08.048
  • Na, K., & Han, K. (2023). How leaderboard positions shape our motivation: the impact of competence satisfaction and competence frustration on motivation in a gamified crowdsourcing task. Internet Research, 33(7), 1-18. https://doi.org/10.1108/INTR-12- 2021-0897
  • Nacke, L. E., & Deterding, S. (2017). The maturing of gamification research. Computers in Human Behavior, 71, 450-454. https://doi.org/10.1016/j.chb.2016.11.062
  • Nguyen-Viet, B., & Nguyen-Viet, B. (2025). Gamification in Vietnamese education: Assessing psychological need satisfaction, intrinsic motivation, and learning effectiveness. Learning and Motivation, 89, 102101. https://doi.org/10.1016/j.lmot.2025.102101
  • Pilkington, C. (2018). A playful approach to fostering motivation in a distance education computer programming course: Behaviour change and student perceptions. The International Review of Research in Open and Distributed Learning, 19(3), 282-298. https://doi.org/10.19173/irrodl.v19i3.3664
  • Reeve, J. (2024). Understanding motivation and emotion. John Wiley & Sons.
  • van Roy, R., & Zaman, B. (2018). Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective. International Journal of Human-Computer Studies, 127, 38-50. https://doi.org/10.1016/j.ijhcs.2018.04.009
  • Ryan, R. M. (1982). Control and information in the intrapersonal sphere: An extension of cognitive evaluation theory. Journal of Personality and Social Psychology, 43(3), 450. https://doi.org/10.1037/0022-3514.43.3.450
  • Ryan, R. M., & Deci, E. L. (2000a). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68. https://doi.org/10.1037/0003-066X.55.1.68
  • Ryan, R. M., & Deci, E. L. (2000b). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67. https://doi.org/10.1006/ceps.1999.1020
  • Ryan, R. M. (2017). Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness. The Guilford Press.
  • Ryan, R. M., & Deci, E. L. (2019). Brick by brick: The origins, development, and future of self- determination theory. In Advances in motivation science (Vol. 6, pp. 111-156). Elsevier. https://doi.org/10.1016/bs.adms.2019.01.001
  • Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860
  • Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. https://doi.org/10.1016/j.chb.2016.12.033
  • Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77-112. https://doi.org/10.1007/s10648-019-09498-w
  • Schermelleh-Engel, K., Moosbrugger, H., & Müller, H. (2003). Evaluating the fit of structural equation models: Tests of significance and descriptive goodness-of-fit measures. Methods of Psychological Research Online, 8(2), 23-74. https://doi.org/10.23668/psycharchives.12784
  • Shi, L., & Cristea, A. I. (2016). Motivational gamification strategies rooted in self-determination theory for social adaptive e-learning. In International Conference on Intelligent Tutoring Systems (pp. 294-300). Springer International Publishing. https://doi.org/10.1007/978-3- 319-39583-8_32
  • Stefanou, C. R., Perencevich, K. C., DiCintio, M., & Turner, J. C. (2004). Supporting autonomy in the classroom: Ways teachers encourage student decision making and ownership. Educational Psychologist, 39(2), 97-110. https://doi.org/10.1207/s15326985ep3902_2
  • Tabachnick, B. G., & Fidell, L. S. (2013). Using multivariate statistics (6th ed.). Pearson.
  • Toda, A. M., Valle, P. H., & Isotani, S. (2018). The dark side of gamification: An overview of negative effects of gamification in education. Communications in Computer and Information Science, 832, 143–156. https://doi.org/10.1007/978-3-319-97934-2_9
  • Wee, S. C., & Choong, W. W. (2019). Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behaviour. Journal of Environmental Management, 233, 97-106. https://doi.org/10.1016/j.jenvman.2018.11.127
  • Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
  • Wilde, M., Bätz, K., Kovaleva, A., & Urhahne, D. (2009). Überprüfung einer Kurzskala intrinsischer Motivation (KIM). Zeitschrift für Didaktik der Naturwissenschaften, 15, 31- 45. https://doi.org/10.25656/01:31663
  • Williams, K. C., & Williams, C. C. (2011). Five key ingredients for improving student motivation. Research in Higher Education Journal, 12, 1-23.
  • Xi, N., & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, 46, 210-221. https://doi.org/10.1016/j.ijinfomgt.2018.12.002
  • Zainuddin, Z. (2018). Students' learning performance and perceived motivation in gamified flipped-class instruction. Computers & Education, 126, 75-88. https://doi.org/10.1016/j.compedu.2018.07.003
  • Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.
Toplam 49 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Alan Eğitimleri (Diğer)
Bölüm Araştırma Makalesi
Yazarlar

Merve Özakşehir Bu kişi benim 0000-0003-4226-9094

Selay Arkün Kocadere 0000-0003-4984-6456

Gönderilme Tarihi 21 Ocak 2025
Kabul Tarihi 6 Ekim 2025
Yayımlanma Tarihi 22 Aralık 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 22 Sayı: 3

Kaynak Göster

APA Özakşehir, M., & Arkün Kocadere, S. (2025). The Connection Between Gamification and Intrinsic Motivation: An Analysis from the Perspective of Self-Determination Theory. Van Yüzüncü Yıl Üniversitesi Eğitim Fakültesi Dergisi, 22(3), 828-849. https://doi.org/10.33711/yyuefd.1624548