BackgroundStudents constantly seek ways to improve productivity within academia. With the advancement of technology in the recent decade, virtual implementations may provide additional support for student productivity, particularly during the COVID-19 pandemic with online learning. One of the virtual realms for motivation include gamification, which has potential as an effective tool to further bolster an individual's source of intrinsic motivation. MethodsUsing a convergent integrated synthesis approach, qualitative and quantitative studies were extracted from APA PsycInfo, ProQuest, and IEEE for relevance to virtual gamification and intrinsic motivation. Studies were reviewed based on a pre-determined and piloted screening tool. Included studies were published between 1990 and 2020 in English within Asia, North America, and/or Europe. Only systematic reviews, randomized control trials (RCTs), meta-analysis, and grey literature were included. Study screening, extraction, and quality appraisals using the Mixed Methods Appraisal Tool (MMAT) were performed independently among two authors. Disagreements following reconciliation between two authors were settled by a third author. Heterogeneity in study designs, outcomes, and measurements precluded meta and statistical analyses; thus, a qualitative analysis of studies was provided. ResultsBased on the appraised articles, gamification improves intrinsic motivation through badges, social interactions, points, and leaderboards. Experimental studies also displayed a correlation between learning behaviour. ConclusionThe data exhibited an increase in intrinsic motivation due to gamification features, which can be integrated within a virtual context to enhance motivation with potential for application towards online learning settings.
BACKGROUNDStudents constantly seek ways to improve productivity within academia. With the advancement of technology in the recent decade, virtual implementations may provide additional support for student productivity, particularly during the COVID-19 pandemic with online learning. One of the virtual realms for motivation include gamification, which has potential as an effective tool to further bolster an individual’s source of intrinsic motivation.METHODUsing a convergent integrated synthesis approach, qualitative and quantitative studies were extracted from APA PsycInfo, ProQuest, and IEEE for relevance to virtual gamification and intrinsic motivation. Studies were reviewed based on a pre-determined and piloted screening tool. Included studies were published between 1990 and 2020 in English within Asia, North America, and/or Europe. Only systematic reviews, randomized control trials (RCTs), metaanalysis, and grey literature were included. Study screening, extraction, and quality appraisals using the Mixed Methods Appraisal Tool (MMAT) were performed independently among two authors. Disagreements following reconciliation between two authors were settled by a third author. Heterogeneity in study designs, outcomes, and measurements precluded meta and statistical analyses; thus, a qualitative analysis of studies was provided.RESULTSBased on the appraised articles, gamification improves intrinsic motivation through badges, social interactions, points, and leaderboards. Experimental studies also displayed a correlation between learning behaviour.CONCLUSIONThe data exhibited an increase in intrinsic motivation due to gamification features, which can be integrated within a virtual context to enhance motivation with potential for application towards online learning settings.
BACKGROUNDStudents constantly seek ways to improve productivity within academia. With the advancement of technology in the recent decade, virtual implementations may provide additional support for student productivity, particularly during the COVID-19 pandemic with online learning. One of the virtual realms for motivation include gamification, which has potential as an effective tool to further bolster an individual’s source of intrinsic motivation. METHODUsing a convergent integrated synthesis approach, qualitative and quantitative studies were extracted from APA PsycInfo, ProQuest, and IEEE for relevance to virtual gamification and intrinsic motivation. Studies were reviewed based on a pre-determined and piloted screening tool. Included studies were published between 1990 and 2020 in English within Asia, North America, and/or Europe. Only systematic reviews, randomized control trials (RCTs), metaanalysis, and grey literature were included. Study screening, extraction, and quality appraisals using the Mixed Methods Appraisal Tool (MMAT) were performed independently among two authors. Disagreements following reconciliation between two authors were settled by a third author. Heterogeneity in study designs, outcomes, and measurements precluded meta and statistical analyses; thus, a qualitative analysis of studies was provided. RESULTSBased on the appraised articles, gamification improves intrinsic motivation through badges, social interactions, points, and leaderboards. Experimental studies also displayed a correlation between learning behaviour. CONCLUSIONThe data exhibited an increase in intrinsic motivation due to gamification features, which can be integrated within a virtual context to enhance motivation with potential for application towards online learning settings.
BACKGROUND: The Felicity App is a mobile application undergoing development with the aim to integrate practical psychological interventions with recreational elements to reinforce positive and productive behaviours. Prior to construction, psychological interventions must be reviewed for relevance, effectiveness and ability to be integrated within Felicity. Psychological concepts are reviewed as the preliminary phase prior to further investigation in subfields. METHODS: Electronic databases were searched including (and not limited to) PsychInfo, PubMed, Web of Science, and ScienceDirect from November 29, 2020 to December 5, 2020. Further filtering methods were applied accordingly, and grey literature was excluded. Common and effective psychological interventions related to productivity were screened and extracted, with an emphasis on the reinforcement and discouragement of productivity-related behaviours. RESULTS: Productivity-related psychological interventions were addressed according to three categories: 1) Motivation 2) Procrastination 3) Time management. Within motivation, self-affirmation is an effective method, particularly when accompanied with other positive thinking techniques. Intrinsic motivation could be enhanced with goals aligned in specific criterias. Additionally, virtual rewards, engagement, and familiarity serve as vital components to enhance motivation. Procrastination is associated with lower engagement in work and interventions include various therapy measures. Within time management, clear purpose has been shown as an effective tool for goal setting while strategies include spaced learning and other study techniques. CONCLUSION: This scoping review determined several points of connection between motivation, procrastination, and time management with many effective interventions which could be potentially integrated within the Felicity App for personal development and habit-building. Additional research should be conducted to further determine the effectiveness of interventions for integration into Felicity.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.