Articles
| Open Access |
https://doi.org/10.37547/ijp/Volume05Issue12-77
Gamification And Students’ Intrinsic Motivation: The Role Of Cultural Context In The Educational Environment
Abstract
This article explores the impact of gamification — the integration of game elements into the educational process — on students’ intrinsic motivation. The study employed a mixed-methods quasi-experimental design involving university students from Uzbekistan and Germany. The experimental group studied through a gamified Moodle platform, while the control group used a traditional digital learning environment. The results demonstrated that specific gamification elements, particularly badges, progress bars, and leaderboards, effectively enhanced students’ intrinsic motivation. Furthermore, cultural context (individualistic vs. collectivistic cultures) emerged as a significant moderating factor in this relationship. The paper emphasizes the importance of culturally adaptive gamification design to maximize motivational and learning outcomes in diverse educational environments.
Keywords
Gamification, intrinsic motivation, cultural context
References
Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. New York: Plenum.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. Proceedings of the 15th International Academic MindTrek Conference, 9-15.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? — A literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025–3034.
Hofstede, G. (2001). Culture's Consequences: Comparing Values, Behaviors, Institutions and Organizations Across Nations. 2nd ed. Thousand Oaks, CA: Sage.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.
Sailer, M., Hense, J., 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.
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31.
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206.
Xu, F., Buhalis, D., & Weber, J. (2017). Serious
Article Statistics
Downloads
Copyright License
Copyright (c) 2025 Rakhmonova Mekhriniso

This work is licensed under a Creative Commons Attribution 4.0 International License.