<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Exploring the connection between gamification and student engagement in computer-supported collabo- ration</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>LUT University</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yliopistonkatu</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lappeenranta</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Finland (antti.knutas</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>annika.wolff</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>jayden.khakurel)@lut.fi</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>South-Eastern Finland University of Applied Sciences</institution>
          ,
          <addr-line>Patteristonkatu 3, 50100 Mikkeli</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>8</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>Collaboration platforms and online forums often employ gamification in order to produce a better end-user experience. However, designing for gamified elements can be challenging, especially in the education context of learning platforms: In order to support online learning activities, one must carefully deliberate which type of activities can be enhanced with gamified design. In this paper, we investigate the effect of gamification in relation to activities on a collaborative online platform. Specifically, we use the partial least squares path modelling method to determine the effect of gamification in relation to three different collaborative learning activities: 1) seeking help, 2) helping other students, and 3) receiving help. According to our analysis, gamification has a positive impact on students engaging in beneficial collaborative behaviour, such as asking questions and helping others by answering. Furthermore, gamification has an indirect impact on performance, which was measured by the students receiving help on the platform.</p>
      </abstract>
      <kwd-group>
        <kwd>gamification</kwd>
        <kwd>computer-supported collaborative learning</kwd>
        <kwd>student engagement</kwd>
        <kwd>path modelling</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Collaborative learning is a learning method where students have a symmetry of action,
knowledge and status, and have a low division of labor [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Computer-supported
collaborative learning (CSCL) facilitates the interaction with software tools and increases
the potential for creative activities and social interaction [
        <xref ref-type="bibr" rid="ref47">47</xref>
        ]. Furthermore, CSCL is an
approach used in online environments such as Massive Open Online Courses (MOOCs)
to provide mutual learning opportunities, often implemented through a discussion forum
as a part of a ‘social learning’ strategy [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        However, in order for the students to benefit from the collaboration, they first have to
be engaged as users of the platform. In recent studies, it has been shown that students
can be guided towards educational goals like collaboration by using gamification [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ],
which is the intentional use of game elements for a gameful experience of non-game
tasks and contexts [
        <xref ref-type="bibr" rid="ref27 ref45 ref9">9,27,45</xref>
        ]. Furthermore, gamification approaches have had success
in engaging users of online programs [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] and engaging students in online discussions
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        Points, badges, and leaderboards are one of the most often used gamification elements
[
        <xref ref-type="bibr" rid="ref45">45</xref>
        ] and are being used in successful online collaboration platforms, such as Stack
Overflow and Quora. The elements have faced critique for being rather simple and
overused [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ], with authors calling for more holistic design of gamified systems [
        <xref ref-type="bibr" rid="ref34 ref7 ref8">7,8,34</xref>
        ].
However, according to earlier research [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] those gamification elements have had an
impact on performance, if not on motivation. Our research goal is to further explore the
connection between users engaging in collaborative behaviour and the most commonly
used gamification features of online collaboration forums.
      </p>
      <p>
        To realize our goals, we explored a previously collected survey dataset [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] from
an introduction to programming course using the Partial Least Squares Path Modelling
(PLS-PM) research method [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], which has also been used in previous gamification
research [
        <xref ref-type="bibr" rid="ref22 ref3">3,22</xref>
        ]. We used the method to create a path model to evaluate hypotheses
between students engaging with gamification features, other engagement behaviours,
and collaborative outcomes.
      </p>
      <p>In the next section, we review theory and present our hypotheses. In Section 3, we
present the research context and data analysis. In Section 4, we present our findings. The
paper concludes with Section 5.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Theory and hypotheses</title>
      <sec id="sec-2-1">
        <title>Gamification in collaborative learning</title>
        <p>
          Collaborative learning fosters the development of critical thinking through interactions
such as discussion, clarification of ideas, and evaluation of others’ ideas in both traditional
classroom and online programs [
          <xref ref-type="bibr" rid="ref14 ref19">14,19</xref>
          ]. To stimulate engagement and influence the
learners’ activities within the collaborative learning, gamification has been considered
as one possible approach through the inclusion of game-like features such as points
and badges, in non-game contexts [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ]. However, Looyestrn et al. [30, p. 1] point out
that ”engagement in online programs is difficult to maintain” and performs a systematic
review to understand “Are gamification strategies effective in increasing engagement
in online programs?”. In the review, [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ] examined a variety of forms of gamification:
leader boards, badges, points and rewards, and commonly in combination. The authors
claim that leader boards as a gamification feature are particularly effective compared
to extrinsic rewards such as badges and points which tend to wear off after a short
period of novelty. The study concludes that gamification can increase engagement
and downstream behaviors, and enhance related outcomes (e.g. health behaviour and
academic performance) in online programs. Other authors, for example, Ding et al. [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ],
applied a gamification approach and conducted two trial studies in the online discussion
tool, gEchoLu. The study concludes, gamification is still in its infancy stage and students
may have limited experiences with it. For gamification to be successful, i) every game
element of gamification should be meaningful to students; ii) instructors should serve as
facilitator.
        </p>
        <p>
          Fundamentally, gamification aims to improve both user engagement and user
experience [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. The different empirical studies concerning the effect of gamification were
examined in a literature review by Hamari et al. [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], where the authors create a
framework for examining the users’ motivational affordances, along with psychological and
behavioral outcomes of gamification. The study by Hamari et al. [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] stresses the role of
context in which gamification is being applied, and also users’ qualities. The authors state
that many previous studies do not take into account the complexity of the phenomena
they observe: Gamification can be effective, but the effects are ”greatly dependent on the
context in which gamification is being implemented.”
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Engagement and online discussion</title>
        <p>
          Student engagement is often defined by three components: behavioural, as evidenced
through active engagement in learning tasks; cognitive, as evidenced through learning;
and emotional, as evidenced through the level of interest [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Of these, the most
commonly used within online learning environments (and the easiest to capture at scale) is the
behavioural component, as indicated by a broad spectrum of online actions [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ]. More
focused research has looked at how students engage in discussion forums. Once seen as
an extra to learning activities, forums are increasingly being recognised as an important
part of a ‘social learning’ approach, and are used by MOOCs such as Futurelearn to
support learning steps [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. Participation in forums can be shown to lead to improved
learning outcomes [
          <xref ref-type="bibr" rid="ref40">40</xref>
          ], with both student-student and instructor-student communication
being important [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
2.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Research model and hypotheses</title>
        <p>In this section, we present our research model and then present our list of hypotheses.</p>
        <p>
          Our research model is based on four constructs, which are all based on behavioural
engagement [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] with different platform features. The constructs are based on engagement
with (1) gamification features, (2) asking questions, and (3) answering questions. We
define performance as the number of times the forum user has received help. The survey
is not based on a pre-published instrument but does have similarities to engagement
measures used by Shin [
          <xref ref-type="bibr" rid="ref46">46</xref>
          ]. The research model and the hypotheses are presented
visually in Fig. 1 and the hypotheses with their rationale are listed as follows.
        </p>
        <p>
          Gamification has been shown to increase engagement with online platforms [
          <xref ref-type="bibr" rid="ref30 ref45">45,30</xref>
          ]
and in MOOCs [
          <xref ref-type="bibr" rid="ref18 ref48">18,48</xref>
          ]. From this, we derive hypotheses H1 and H2 that forum users
engaging with gamification features has an impact on increasing behavioural engagement
with collaborative features, operationalized as initiating and responding to discussions.
H1. Engaging with gamification features positively influences asking questions on the
platform.
        </p>
        <p>
          H2. Engaging with gamification features positively influences answering questions on
the platform.
Participation in course forums has been shown to lead to improved learning outcomes
[
          <xref ref-type="bibr" rid="ref40">40</xref>
          ] and increased collaboration [
          <xref ref-type="bibr" rid="ref29 ref30">29,30</xref>
          ]. In this study, we evaluate if the increased
collaborative activity on the forum increases collaborative outcomes, defined as instances
of received help on the forum (H3a, H3b). Furthermore, we evaluate if the impact of
gamification on outcomes (H4) is mediated by collaborative activity in the form of asking
or answering questions.
        </p>
        <p>H3a. Asking questions and seeking for answers on the platform has a positive influence
on receiving help on the platform.</p>
        <p>H3b. Answering questions on the platform has a positive influence on receiving help on
the platform.</p>
        <p>H4. Engaging with gamification features indirectly increases the chances of positive
collaborative outcomes, or receiving help on the forum.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Research context and methods</title>
      <p>The study was conducted for the duration of a fourteen week long introduction to
programming course that had 249 participating students, four assistants helping with the
exercises and one lecturer ultimately responsible for the course. Most of the participants
were first year university students. The course had weekly two-hour lectures, exercises
of the same duration and weekly assignments that had to be returned through an online
grading system. The grading depended on the return of the weekly exercises, one larger
exercise project, and a final exam. Additionally, lecture or online activity was rewarded
with activity bonus points.</p>
      <p>The course has online support materials like a programming guide, lecture notes, and
video lectures. This year an online asynchronous collaboration system with gamification
elements was added to the course 3. The use of the system was taught on the introductory
lecture of the course and the assistants also encouraged its use over questions by email,
in order to have other participants to the course benefit from the discussion.</p>
      <p>The discussion system’s primary feature is the possibility for participants to post
questions or issues regarding the course and for others to participate in discussions.
The somewhat novel element that separates this discussion system from basic online
forums is the aspect of gamification. The system recognizes and rewards people who
constructively contribute with answers, comments or just ask good questions. Other
users of the systems can upvote or downvote content of the system, further rewarding
and encouraging other contributors. The users can also publicly show the points and
achievement badges collected in the system. In essence, the system is much like Stack
Overflow.</p>
      <p>
        An earlier study analyzed the same course’s student behaviour from a social network
analysis perspective [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] using recorded system interactions. The study also collected a
survey about user’s engagement behaviour, which could benefit from further in-depth
analysis, which we present in this paper. The students were surveyed about their use of
the system, including how often they had engaged with gamification features, asking
and answering questions, and from how many other students they had received help. In
the survey, 73 users replied, 61 of whom had used the Q2A discussion system and 12
students who hadn’t.
      </p>
      <p>Survey items are presented in Table 1. Survey items in categories GAM, ANS, ASK
asked ”how often” and answers were on a five-step Likert scale of ”never” to ”more than
once per day.” Survey item REC1 asked ”how many” on a scale of one to five, with one
denoting one and six denoting more than five. Engaging with the gamification system’s
features is operationalized by asking participants how involved they were with checking
up their points status and voting, which is essentially like awarding points to other users.
The archival nature of the data imposed some limitations on how the constructs were
operationalized, such as measuring some constructs with only one variable and not
having more diverse variables for the ”engaging with gamification” construct.
3.1</p>
      <sec id="sec-3-1">
        <title>Data analysis</title>
        <p>
          We analyzed the research model with a path modelling approach. Path modelling allows
specifying a visual research model with multiple theory-based constructs and defining
paths between them that represent hypotheses of variable or construct relationships [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ].
We selected the PLS-PM statistical modelling method with non-parametric bootstrapping
to cope with slight non-normality of the observed variables and low sample size (for a
path modelling approach) [
          <xref ref-type="bibr" rid="ref20 ref23 ref24">20,23,24</xref>
          ]. Furthermore, PLS-PM is an appropriate method to
use because of the limited sample size, the research is based on secondary or archival
data, and the path model includes formatively measured constructs [
          <xref ref-type="bibr" rid="ref44">44</xref>
          ]. We applied the
SmartPLS 3 software package for data analysis [
          <xref ref-type="bibr" rid="ref39">39</xref>
          ]. Our sample size was 61, which is
enough for PLS-PM both according to the rule of thumb of having 10 times per largest
number of paths from independent variable going into a dependent variable [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] and
3 http://www.question2answer.org
using a power analysis guidelines adapted by Hair et al. [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] from [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] at 5% significance
level.
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Specifying and validating the measurement model</title>
        <p>
          In our model, we used both reflective and formative constructs [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. This causes some
considerations, as not all validity measures apply to formative constructs [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. Assessing
convergent and discriminant validity using criteria similar to those associated with
reflective measurement models is not meaningful when formative indicators and their
weights are involved [
          <xref ref-type="bibr" rid="ref2 ref20">2,20</xref>
          ]. For formative and reflective constructs we validated the (1)
measurement reliability and (2) model structure. For reflective constructs, we additionally
validated the (3) discriminant validity. Furthermore, we assessed nomological validity,
according to which the relationships between the constructs in the path model, sufficiently
well-known through prior research, should be strong and significant [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. The survey was
not based on existing measurement scales or instruments, which is its main weakness,
but after assessment, we decided that it is of sufficient nomological quality to proceed
with analysis.
        </p>
        <p>
          The measurement reliability was assessed with composite reliability (CR) and
average variance extracted (AVE) indicating convergent validity. The measurement
reliabilities are reported in Table 2. All of the convergent validity metrics were greater than the
thresholds recommended in literature (CR &gt; 0.7; AVE &gt; 0.5) [
          <xref ref-type="bibr" rid="ref17 ref24">17,24</xref>
          ]. Some constructs
are composed of only one variable because of the archival nature of the data, which
prevents the evaluation of their convergent validity. The fields where evaluation was
not possible are marked with N/A. However, other quality metrics were high enough
that we proceeded with analysis. Furthermore, single variable constructs are possible
in PLS-PM, especially in cases where the variable is a concrete, observable item, even
though their use decreases construct reliability [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. It should be noted that because of
this issue the data should be considered only an initial, exploratory investigation instead
of full-fledged theory testing.
        </p>
        <p>We analyzed the structure of the measurement model, where applicable, by
significance and weight of factor loadings, and for cross-loadings between the latent factors.
All loadings in the outer model (measurement model) were significant and varying from
acceptable .534 to good .946, indicating valid model structure.</p>
        <p>
          We assessed discriminant validity of the measurement model, firstly, by the square
root of AVE (i.e. Fornel-Larcker criterion [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]), where all of the AVE square roots should
be greater than the squared latent variable correlations. Secondly, we verified that all
item loadings exceed cross-loadings [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. The results indicate good discriminant validity
of the measurement model. We did not use the heterotrait-monotrait ratio of correlations
(HTMT) method, as the use of some of the validity methods is still unclear for formative
or single variable constructs [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Validating the structural model</title>
        <p>
          We used a bootstrapping method to evaluate the coefficients for their significance [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ],
which is the recommended method for PLS-PM [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. The bootstrap sample size was
n = 61, and resampling was performed 5000 times, which are parameters following
best practises in literature and are sufficient to evaluate the model [
          <xref ref-type="bibr" rid="ref20 ref24">20,24</xref>
          ]. We tested and
validated the quality of the structural model representing our hypotheses by evaluating
(1) collinearity issues and overall fit, (2) explanatory power, and (3) path significances.
        </p>
        <p>
          We assessed the collinearity and the model fit in order to validate the structural model
and identify misspecification problems. VIF (variance inflation factor) of the latent
constructs did not indicate collinearity issues with values clearly between recommended
values (0.2 &lt; VIF &lt; 5) [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. Because of the hypothesis testing objective of the paper,
we further assessed the overall fit of the structural model to the data in order to analyze
whether the model was specified correctly. For that purpose, we used the standardized
root mean square residual quality metric (SRMR &lt; .08) [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ] to evaluate estimation
error and misspecification of the model [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. In our case, the model fit of SRMR = .106
indicates that serious misspecification of the structural model does not occur.
        </p>
        <p>
          The R2 for the latent variables in the path model varies from ”answering” = 0.53 to
”received help” = 0.35, which range from substantial to moderate according to guidelines
interpreted by Henseler et al. [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ] from [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], indicating acceptable explanatory power
of the inner path model structure. If a good proportion of the variance is explained, the
explanatory power of the model can be high regardless of the relatively low sample size
[
          <xref ref-type="bibr" rid="ref38">38</xref>
          ].
        </p>
        <p>We present the path significances and hypotheses testing results in the next section.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Findings</title>
      <p>We analyzed direct and indirect effects in the model, which are defined by hypothesis one
to four and summarized Table 3. The path model could account for 36% of the variance in
receiving help, 34% of the variance in asking questions, and 54% in answering questions.
The model shows that engaging with gamification features has a strong influence on
engaging both in asking and answering behaviour (H1 and H2). Furthermore, engaging
in asking behaviour affects receiving help (H3a). Engaging in answering behaviour does
not increase the chances of receiving help on the platform (H3b).</p>
      <p>
        In order to test H4, we evaluated the mediation effects following a process by Zhao
et al. [
        <xref ref-type="bibr" rid="ref49">49</xref>
        ], which is also proposed by Hair et al. [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] for use with PLS-PM. First, we
established that a minimum of one of the mediating effects is significant, with a path from
the gamification (GAM) construct to the received help (REC) through asking questions
(ASK), as displayed in Table 3. The second mediating effect through answering questions
(ANS) is not significant. Furthermore, the direct effect of GAM on REC is not significant
( = 0:237, p = 0:054). After testing for and excluding direct and alternative mediating
effects, we conclude that GAM has an indirect effect on REC through only one construct,
ASK, and is fully mediated by it (H4). The path coefficient and significance p presented
for H4 is the specific indirect effect through the ASK construct. To summarize, engaging
with gamification has an impact on receiving help only when it affects asking questions
behaviour.
n) not significant, *) Statistically significant at p&lt;0.05, **) Statistically significant at p&lt;0.01, ***) Statistically significant
at p&lt;0.001
      </p>
    </sec>
    <sec id="sec-5">
      <title>Discussion and conclusion</title>
      <p>
        In this paper, we explored the connection between students engaging with gamification
features and engaging in computer-supported cooperative learning. The results indicate
that engaging with gamification is positively associated both with desired behaviour
and positive outcomes on the collaborative discussion platform. Previous research has
established that gamification can increase engagement with software systems [
        <xref ref-type="bibr" rid="ref30 ref36 ref45">36,45,30</xref>
        ]
and activity in online discussion [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. In this study, we additionally demonstrate that
gamification increases engagement and this is connected to participants receiving help
in the forum. To summarize, students asking for help receive it and students who do not
need help are engaged in providing answers, with the activities supported by gamification
features.
      </p>
      <p>
        The connection between gamification and increased collaboration in forum-based
CSCL systems suggests that asynchronous discussion systems structured in the manner
of Stack Overflow provide a valuable addition to courses on technical subjects. Here our
findings match the findings in other contexts on social learning, including the studies
by Ferguson et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] on social learning in MOOCs and Romero et al. [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ] on online
discussion forums. Furthermore, our findings imply that gamification is not only a useful
feature in supporting engagement in online learning environments [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], but can also
support beneficial outcomes, such as increased collaboration. Our research provides
some insight into mechanisms that can foster greater collaboration and social learning
opportunities. This is of value because gamification is a desirable feature in MOOC
platforms [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], but one that can be misunderstood or misapplied [
        <xref ref-type="bibr" rid="ref10 ref15">10,15</xref>
        ]. By providing
new evidence on how gamification affects phenomena present in collaborative and social
learning, the findings of this study can assist in the design of future social learning
features in MOOCs and other online educational environments.
      </p>
      <p>
        Our main contribution to state of the art is confirming a connection between engaging
with a gamification system and collaborative outcomes. While this study did not explore
the underlying causes of effective gamification, the forum system follows design
reflections found essential in other studies: 1) intrinsic integration, where the gamification
system (e.g. content voting and points) should be an intrinsic part of main activities [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ];
2) facilitation [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]; and 3) generally supporting Deci and Ryan’s [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] self-determination
theory’s competence, relatedness, and autonomy factors from an education perspective
[
        <xref ref-type="bibr" rid="ref41">41</xref>
        ]. The connection between self-determination theory and the design of the case study
are discussed further in [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
      </p>
      <p>
        Another contribution of our study is confirming the findings by Mekler et al. [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]
using a different research method and a new context, providing evidence on the
effectiveness of points in the context of CSCL. While not a replication study, it is still valuable,
as more authors are calling for important findings in education research and beyond to be
replicated [
        <xref ref-type="bibr" rid="ref31 ref33">31,33</xref>
        ], and more in the wild studies to be implemented on gamification [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ].
Mekler et al. did take their study to a more advanced level by also exploring the effects
of gamification elements at an individual level and including motivation, as defined in
Deci and Ryan’s self-determination theory [
        <xref ref-type="bibr" rid="ref43">43</xref>
        ], in addition to performance.
      </p>
      <p>
        While we provide new additions to the scientific body of knowledge on gamification,
engagement and CSCL, we acknowledge some limitations. The main limitation is that
the model has minor imperfections because of the use of archival data and this has also
limited the number and granularity of constructs in our research model. However, the
constructs and our hypotheses were solidly based on earlier literature, and the results
supported the hypotheses. As future work, we agree with earlier publications [
        <xref ref-type="bibr" rid="ref32 ref42">32,42</xref>
        ]
that point out the need for more in the wild studies with detailed, theory-driven models
that include motivation-based constructs that provide more understanding to connections
between diverse types of gamification, motivation, and outcomes.
      </p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>We thank our colleague Mika Immonen for sharing his knowledge on the PLS-PM
research method.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Axelson</surname>
          </string-name>
          , R.D.,
          <string-name>
            <surname>Flick</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Defining student engagement</article-title>
          .
          <source>Change: The magazine of higher learning 43(1)</source>
          ,
          <fpage>38</fpage>
          -
          <lpage>43</lpage>
          (
          <year>2010</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Chin</surname>
            ,
            <given-names>W.W.:</given-names>
          </string-name>
          <article-title>The partial least squares approach to structural equation modeling</article-title>
          .
          <source>Modern methods for business research 295(2)</source>
          ,
          <fpage>295</fpage>
          -
          <lpage>336</lpage>
          (
          <year>1998</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Codish</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ravid</surname>
          </string-name>
          , G.:
          <article-title>Academic course gamification: The art of perceived playfulness</article-title>
          .
          <source>Interdisciplinary Journal of E-Learning and Learning Objects</source>
          <volume>10</volume>
          (
          <issue>1</issue>
          ),
          <fpage>131</fpage>
          -
          <lpage>151</lpage>
          (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Cohen</surname>
            ,
            <given-names>J.:</given-names>
          </string-name>
          <article-title>A power primer</article-title>
          .
          <source>Psychological bulletin 112(1)</source>
          ,
          <volume>155</volume>
          (
          <year>1992</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Davison</surname>
            ,
            <given-names>A.C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hinkley</surname>
            ,
            <given-names>D.V.</given-names>
          </string-name>
          , et al.:
          <article-title>Bootstrap methods and their application</article-title>
          ,
          <source>vol. 1</source>
          . Cambridge university press (
          <year>1997</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Deci</surname>
            ,
            <given-names>E.L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ryan</surname>
            ,
            <given-names>R.M.</given-names>
          </string-name>
          :
          <article-title>Motivation, personality, and development within embedded social contexts: An overview of self-determination theory</article-title>
          .
          <source>The Oxford handbook of human</source>
          motivation pp.
          <fpage>85</fpage>
          -
          <lpage>107</lpage>
          (
          <year>2012</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Deterding</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          :
          <article-title>Eudaimonic Design, or: Six Invitations to Rethink Gamification</article-title>
          .
          <source>SSRN Scholarly Paper ID 2466374</source>
          , Social Science Research Network, Rochester,
          <string-name>
            <surname>NY</surname>
          </string-name>
          (Jul
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Deterding</surname>
            ,
            <given-names>S.:</given-names>
          </string-name>
          <article-title>The Lens of Intrinsic Skill Atoms: A Method for Gameful Design</article-title>
          .
          <source>Human-Computer Interaction</source>
          <volume>30</volume>
          (
          <issue>3-4</issue>
          ),
          <fpage>294</fpage>
          -
          <lpage>335</lpage>
          (May
          <year>2015</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Deterding</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dixon</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Khaled</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nacke</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          :
          <article-title>From Game Design Elements to Gamefulness: Defining ”Gamification”</article-title>
          .
          <source>In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments</source>
          . pp.
          <fpage>9</fpage>
          -
          <lpage>15</lpage>
          . MindTrek '11,
          <string-name>
            <surname>ACM</surname>
          </string-name>
          , New York, NY, USA (
          <year>2011</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Dichev</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dicheva</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          :
          <article-title>Gamifying education: what is known, what is believed and what remains uncertain: a critical review</article-title>
          .
          <source>International Journal of Educational Technology in Higher Education</source>
          <volume>14</volume>
          (
          <issue>1</issue>
          ),
          <volume>9</volume>
          (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Dillenbourg</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          :
          <article-title>What do you mean by collaborative learning? Collaborative-learning:</article-title>
          <source>Cognitive and computational approaches 1</source>
          ,
          <fpage>1</fpage>
          -
          <lpage>15</lpage>
          (
          <year>1999</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Ding</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kim</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Orey</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Studies of student engagement in gamified online discussions</article-title>
          .
          <source>Computers &amp; Education</source>
          <volume>115</volume>
          ,
          <fpage>126</fpage>
          -
          <lpage>142</lpage>
          (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Dixson</surname>
          </string-name>
          , M.D.:
          <article-title>Creating effective student engagement in online courses: What do students find engaging? Journal of the Scholarship of Teaching</article-title>
          and Learning pp.
          <fpage>1</fpage>
          -
          <lpage>13</lpage>
          (
          <year>2010</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>Faja</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          :
          <article-title>Collaborative learning in online courses: Exploring students perceptions</article-title>
          .
          <source>Information Systems Education Journal</source>
          <volume>11</volume>
          (
          <issue>3</issue>
          ),
          <volume>42</volume>
          (
          <year>2013</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Falkner</surname>
            ,
            <given-names>N.J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Falkner</surname>
            ,
            <given-names>K.E.</given-names>
          </string-name>
          :
          <article-title>Whither, badges? or wither, badges!: a metastudy of badges in computer science education to clarify effects, significance and influence</article-title>
          .
          <source>In: Proceedings of the 14th Koli Calling International Conference on Computing Education Research</source>
          . pp.
          <fpage>127</fpage>
          -
          <lpage>135</lpage>
          . ACM (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <surname>Ferguson</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sharples</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Innovative pedagogy at massive scale: teaching and learning in moocs</article-title>
          .
          <source>In: European Conference on Technology Enhanced Learning</source>
          . pp.
          <fpage>98</fpage>
          -
          <lpage>111</lpage>
          . Springer (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17.
          <string-name>
            <surname>Fornell</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Larcker</surname>
            ,
            <given-names>D.F.</given-names>
          </string-name>
          :
          <article-title>Evaluating structural equation models with unobservable variables and measurement error</article-title>
          .
          <source>Journal of marketing research</source>
          pp.
          <fpage>39</fpage>
          -
          <lpage>50</lpage>
          (
          <year>1981</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18. Gene´,
          <string-name>
            <surname>O.B.</surname>
          </string-name>
          , Nu´n˜ez,
          <string-name>
            <given-names>M.M.</given-names>
            ,
            <surname>Blanco</surname>
          </string-name>
          ,
          <string-name>
            <surname>A</surname>
          </string-name>
          ´ .F.:
          <article-title>Gamification in mooc: challenges, opportunities and proposals for advancing mooc model</article-title>
          .
          <source>In: Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality</source>
          . pp.
          <fpage>215</fpage>
          -
          <lpage>220</lpage>
          . ACM (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          19.
          <string-name>
            <surname>Gokhale</surname>
            ,
            <given-names>A.A.</given-names>
          </string-name>
          :
          <article-title>Collaborative learning enhances critical thinking</article-title>
          .
          <source>Volume 7 Issue</source>
          <volume>1</volume>
          (fall
          <year>1995</year>
          )
          <article-title>(</article-title>
          <year>1995</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          20.
          <string-name>
            <surname>Hair</surname>
            <given-names>Jr</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>J.F.</given-names>
            ,
            <surname>Hult</surname>
          </string-name>
          ,
          <string-name>
            <given-names>G.T.M.</given-names>
            ,
            <surname>Ringle</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            ,
            <surname>Sarstedt</surname>
          </string-name>
          ,
          <string-name>
            <surname>M.:</surname>
          </string-name>
          <article-title>A primer on partial least squares structural equation modeling (PLS-SEM)</article-title>
          .
          <source>Sage Publications</source>
          (
          <year>2016</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          21.
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Koivisto</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sarsa</surname>
          </string-name>
          , H.: Does Gamification Work?
          <article-title>- A Literature Review of Empirical Studies on Gamification</article-title>
          .
          <source>In: 2014 47th Hawaii International Conference on System Sciences (HICSS)</source>
          . pp.
          <fpage>3025</fpage>
          -
          <lpage>3034</lpage>
          (
          <year>Jan 2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          22.
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Shernoff</surname>
            ,
            <given-names>D.J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rowe</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Coller</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Asbell-Clarke</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Edwards</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          :
          <article-title>Challenging games help students learn: An empirical study on engagement, flow and immersion in gamebased learning</article-title>
          .
          <source>Computers in Human Behavior</source>
          <volume>54</volume>
          ,
          <fpage>170</fpage>
          -
          <lpage>179</lpage>
          (
          <year>2016</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          23.
          <string-name>
            <surname>Henseler</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dijkstra</surname>
            ,
            <given-names>T.K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sarstedt</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ringle</surname>
            ,
            <given-names>C.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Diamantopoulos</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Straub</surname>
            ,
            <given-names>D.W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ketchen</surname>
            <given-names>Jr</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>D.J.</given-names>
            ,
            <surname>Hair</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.F.</given-names>
            ,
            <surname>Hult</surname>
          </string-name>
          ,
          <string-name>
            <given-names>G.T.M.</given-names>
            ,
            <surname>Calantone</surname>
          </string-name>
          ,
          <string-name>
            <surname>R.J.:</surname>
          </string-name>
          <article-title>Common beliefs and reality about pls: Comments on r o¨nkko¨ and evermann (</article-title>
          <year>2013</year>
          ).
          <source>Organizational Research Methods</source>
          <volume>17</volume>
          (
          <issue>2</issue>
          ),
          <fpage>182</fpage>
          -
          <lpage>209</lpage>
          (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          24.
          <string-name>
            <surname>Henseler</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hubona</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ray</surname>
            ,
            <given-names>P.A.</given-names>
          </string-name>
          :
          <article-title>Using pls path modeling in new technology research: updated guidelines</article-title>
          .
          <source>Industrial management &amp; data systems 116(1)</source>
          ,
          <fpage>2</fpage>
          -
          <lpage>20</lpage>
          (
          <year>2016</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          25.
          <string-name>
            <surname>Henseler</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ringle</surname>
            ,
            <given-names>C.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sinkovics</surname>
            ,
            <given-names>R.R.:</given-names>
          </string-name>
          <article-title>The use of partial least squares path modeling in international marketing</article-title>
          . In: New challenges to international marketing, pp.
          <fpage>277</fpage>
          -
          <lpage>319</lpage>
          . Emerald Group Publishing Limited (
          <year>2009</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          26.
          <string-name>
            <surname>Henseler</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ringle</surname>
            ,
            <given-names>C.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sinkovics</surname>
            ,
            <given-names>R.R.:</given-names>
          </string-name>
          <article-title>The use of partial least squares path modeling in international marketing</article-title>
          . In: New challenges to international marketing, pp.
          <fpage>277</fpage>
          -
          <lpage>319</lpage>
          . Emerald Group Publishing Limited (
          <year>2009</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          27.
          <string-name>
            <surname>Huotari</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.: Defining</given-names>
          </string-name>
          <string-name>
            <surname>Gamification: A Service Marketing</surname>
          </string-name>
          <article-title>Perspective</article-title>
          .
          <source>In: Proceeding of the 16th International Academic MindTrek Conference</source>
          . pp.
          <fpage>17</fpage>
          -
          <lpage>22</lpage>
          . MindTrek '12,
          <string-name>
            <surname>ACM</surname>
          </string-name>
          , New York, NY, USA (
          <year>2012</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          28.
          <string-name>
            <surname>Kasurinen</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Knutas</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Publication trends in gamification: A systematic mapping study</article-title>
          .
          <source>Computer Science Review</source>
          <volume>27</volume>
          ,
          <fpage>33</fpage>
          -
          <lpage>44</lpage>
          (
          <year>2018</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          29.
          <string-name>
            <surname>Knutas</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ikonen</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nikula</surname>
            ,
            <given-names>U.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Porras</surname>
          </string-name>
          , J.:
          <article-title>Increasing Collaborative Communications in a Programming Course with Gamification: A Case Study</article-title>
          .
          <source>In: Proceedings of the 15th International Conference on Computer Systems and Technologies</source>
          . pp.
          <fpage>370</fpage>
          -
          <lpage>377</lpage>
          . ACM (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          30.
          <string-name>
            <surname>Looyestyn</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kernot</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Boshoff</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ryan</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Edney</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Maher</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Does gamification increase engagement with online programs? a systematic review</article-title>
          .
          <source>PloS one 12(3)</source>
          ,
          <year>e0173403</year>
          (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          31.
          <string-name>
            <surname>Makel</surname>
            ,
            <given-names>M.C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Plucker</surname>
            ,
            <given-names>J.A.</given-names>
          </string-name>
          :
          <article-title>Facts are more important than novelty: Replication in the education sciences</article-title>
          .
          <source>Educational Researcher</source>
          <volume>43</volume>
          (
          <issue>6</issue>
          ),
          <fpage>304</fpage>
          -
          <lpage>316</lpage>
          (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          32.
          <string-name>
            <surname>Mekler</surname>
            ,
            <given-names>E.D.</given-names>
          </string-name>
          , Bru¨hlmann,
          <string-name>
            <given-names>F.</given-names>
            ,
            <surname>Tuch</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.N.</given-names>
            ,
            <surname>Opwis</surname>
          </string-name>
          ,
          <string-name>
            <surname>K.</surname>
          </string-name>
          :
          <article-title>Towards understanding the effects of individual gamification elements on intrinsic motivation and performance</article-title>
          .
          <source>Computers in Human Behavior</source>
          <volume>71</volume>
          ,
          <fpage>525</fpage>
          -
          <lpage>534</lpage>
          (
          <year>Jun 2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref33">
        <mixed-citation>
          33.
          <string-name>
            <surname>Moonesinghe</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Khoury</surname>
            ,
            <given-names>M.J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Janssens</surname>
            ,
            <given-names>A.C.J.:</given-names>
          </string-name>
          <article-title>Most published research findings are false-but a little replication goes a long way</article-title>
          .
          <source>PLoS medicine 4</source>
          (
          <issue>2</issue>
          ),
          <year>e28</year>
          (
          <year>2007</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref34">
        <mixed-citation>
          34.
          <string-name>
            <surname>Nacke</surname>
            ,
            <given-names>L.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Deterding</surname>
            ,
            <given-names>S.:</given-names>
          </string-name>
          <article-title>The maturing of gamification research</article-title>
          .
          <source>Computers in Human Behavior</source>
          <volume>71</volume>
          ,
          <fpage>450</fpage>
          -
          <lpage>454</lpage>
          (
          <year>Jun 2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref35">
        <mixed-citation>
          35.
          <string-name>
            <surname>Nah</surname>
            ,
            <given-names>F.F.H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Zeng</surname>
            ,
            <given-names>Q.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Telaprolu</surname>
            ,
            <given-names>V.R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ayyappa</surname>
            ,
            <given-names>A.P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Eschenbrenner</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          :
          <article-title>Gamification of education: a review of literature</article-title>
          . In: International Conference on HCI in Business. pp.
          <fpage>401</fpage>
          -
          <lpage>409</lpage>
          . Springer (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref36">
        <mixed-citation>
          36.
          <string-name>
            <surname>Nah</surname>
            ,
            <given-names>F.F.H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Zeng</surname>
            ,
            <given-names>Q.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Telaprolu</surname>
            ,
            <given-names>V.R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ayyappa</surname>
            ,
            <given-names>A.P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Eschenbrenner</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          :
          <article-title>Gamification of education: a review of literature</article-title>
          . In: International conference on hci in business. pp.
          <fpage>401</fpage>
          -
          <lpage>409</lpage>
          . Springer (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref37">
        <mixed-citation>
          37.
          <string-name>
            <surname>Onah</surname>
            ,
            <given-names>D.F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sinclair</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Boyatt</surname>
          </string-name>
          , R.:
          <article-title>Dropout rates of massive open online courses: behavioural patterns</article-title>
          .
          <source>EDULEARN14</source>
          proceedings pp.
          <fpage>5825</fpage>
          -
          <lpage>5834</lpage>
          (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref38">
        <mixed-citation>
          38.
          <string-name>
            <surname>Prentice</surname>
            ,
            <given-names>D.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Miller</surname>
            ,
            <given-names>D.T.</given-names>
          </string-name>
          :
          <article-title>When small effects are impressive</article-title>
          .
          <source>Psychological bulletin 112(1)</source>
          ,
          <volume>160</volume>
          (
          <year>1992</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref39">
        <mixed-citation>
          39.
          <string-name>
            <surname>Ringle</surname>
            ,
            <given-names>C.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Wende</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Becker</surname>
            ,
            <given-names>J.M.:</given-names>
          </string-name>
          <article-title>Smartpls 3. boenningstedt: Smartpls gmbh (</article-title>
          <year>2015</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref40">
        <mixed-citation>
          40.
          <string-name>
            <surname>Romero</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          , Lo´pez,
          <string-name>
            <given-names>M.I.</given-names>
            ,
            <surname>Luna</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.M.</given-names>
            ,
            <surname>Ventura</surname>
          </string-name>
          ,
          <string-name>
            <surname>S.</surname>
          </string-name>
          :
          <article-title>Predicting students' final performance from participation in on-line discussion forums</article-title>
          .
          <source>Computers &amp; Education</source>
          <volume>68</volume>
          ,
          <fpage>458</fpage>
          -
          <lpage>472</lpage>
          (
          <year>2013</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref41">
        <mixed-citation>
          41. van Roy,
          <string-name>
            <given-names>R.</given-names>
            ,
            <surname>Zaman</surname>
          </string-name>
          ,
          <string-name>
            <surname>B.</surname>
          </string-name>
          :
          <article-title>Why gamification fails in education and how to make it successful: introducing nine gamification heuristics based on self-determination theory</article-title>
          .
          <source>In: Serious Games and edutainment applications</source>
          , pp.
          <fpage>485</fpage>
          -
          <lpage>509</lpage>
          . Springer (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref42">
        <mixed-citation>
          42. van Roy,
          <string-name>
            <given-names>R.</given-names>
            ,
            <surname>Zaman</surname>
          </string-name>
          ,
          <string-name>
            <surname>B.</surname>
          </string-name>
          :
          <article-title>Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective</article-title>
          .
          <source>International Journal of Human-Computer Studies</source>
          (
          <year>2018</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref43">
        <mixed-citation>
          43.
          <string-name>
            <surname>Ryan</surname>
            ,
            <given-names>R.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Deci</surname>
            ,
            <given-names>E.L.</given-names>
          </string-name>
          :
          <article-title>Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being</article-title>
          .
          <source>American psychologist 55(1)</source>
          ,
          <volume>68</volume>
          (
          <year>2000</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref44">
        <mixed-citation>
          44.
          <string-name>
            <surname>Sarstedt</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ringle</surname>
            ,
            <given-names>C.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hair</surname>
            ,
            <given-names>J.F.</given-names>
          </string-name>
          :
          <article-title>Partial least squares structural equation modeling</article-title>
          .
          <source>In: Handbook of market research</source>
          , pp.
          <fpage>1</fpage>
          -
          <lpage>40</lpage>
          . Springer (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref45">
        <mixed-citation>
          45.
          <string-name>
            <surname>Seaborn</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fels</surname>
            ,
            <given-names>D.I.</given-names>
          </string-name>
          :
          <article-title>Gamification in theory and action: A survey</article-title>
          .
          <source>International Journal of Human-Computer Studies</source>
          <volume>74</volume>
          ,
          <fpage>14</fpage>
          -
          <lpage>31</lpage>
          (
          <year>Feb 2015</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref46">
        <mixed-citation>
          46.
          <string-name>
            <surname>Shin</surname>
          </string-name>
          , N.:
          <article-title>Online learner's 'flow'experience: an empirical study</article-title>
          .
          <source>British Journal of Educational Technology</source>
          <volume>37</volume>
          (
          <issue>5</issue>
          ),
          <fpage>705</fpage>
          -
          <lpage>720</lpage>
          (
          <year>2006</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref47">
        <mixed-citation>
          47.
          <string-name>
            <surname>Stahl</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Koschmann</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Suthers</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          :
          <article-title>Computer-supported collaborative learning: An historical perspective</article-title>
          .
          <source>Cambridge handbook of the learning sciences</source>
          <year>2006</year>
          ,
          <volume>409</volume>
          -
          <fpage>426</fpage>
          (
          <year>2006</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref48">
        <mixed-citation>
          48.
          <string-name>
            <surname>Vaibhav</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gupta</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          :
          <article-title>Gamification of moocs for increasing user engagement</article-title>
          .
          <source>In: MOOC, Innovation and Technology in Education (MITE)</source>
          ,
          <year>2014</year>
          IEEE International Conference on. pp.
          <fpage>290</fpage>
          -
          <lpage>295</lpage>
          . IEEE (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref49">
        <mixed-citation>
          49.
          <string-name>
            <surname>Zhao</surname>
            ,
            <given-names>X.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lynch</surname>
            <given-names>Jr</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>J.G.</given-names>
            ,
            <surname>Chen</surname>
          </string-name>
          ,
          <string-name>
            <surname>Q.</surname>
          </string-name>
          :
          <article-title>Reconsidering baron and kenny: Myths and truths about mediation analysis</article-title>
          .
          <source>Journal of consumer research 37(2)</source>
          ,
          <fpage>197</fpage>
          -
          <lpage>206</lpage>
          (
          <year>2010</year>
          )
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>