Charles Baah
2 Publications in AERD
Author Publications
Export PDFEnhancing Learning Engagement: A Study on Gamification's Influence on Motivation and Cognitive Load
By Charles Baah
Research has demonstrated that engagement in any learning environment improves learning and may even boost performance. Consequently, numerous scholars have examined various approaches to raising student engagement in learning. Gamification is one such approach because it is thought to increase motivation and reduce cognitive load to ultimately improve learning outcomes. However, some studies have called into question its benefits, prompting more research to be conducted to properly understand the phenomenon. Hence, the study examined gamification's influence on motivation and cognitive load for enhancing learning engagement. The study was underpinned by the integration of the Attention, Relevance, Confidence, and Satisfaction (ARCS) model, self-determination theory (SDT), and cognitive load theory (CLT) in developing a conceptual framework. A sample of 407 university students who participated in five gamified courses were involved in the study. The data collected through a questionnaire were analyzed using SmartPLS structural equation modeling software. According to the study's findings, both motivation and cognitive load influence engagement in learning, with cognitive load being the stronger influence. The study contributes to our knowledge by elucidating the relationship between gamification and students' cognitive load and motivation to learn, as well as how these elements ultimately engage students in the learning process.
Exploring the role of gamification in motivating students to learn
By Charles Baah
Using an integration of the Attention, Relevance, Confidence, and Satisfaction (ARCS) model and the Self-Determination Theory (SDT). This study explored university students' motivation to learn through the use of gamification. A quantitative approach was used to obtain data from 60 students who participated in a gamified course utilizing a closed-ended questionnaire. The students were chosen using a random sampling method. Structural equation model (SEM) was used to assess the collected quantitative data. It was revealed through the study that the satisfaction attribute of motivation influences students' engagement in learning whereas attention, relevance, confidence and relatedness do not. This research added to the existing discussion on the use of ARCS and SDT to explain why students are motivated to learn when gamification is used in universities.
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