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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Investigating the effects of gamifying homework on students' perceived satisfaction, behavioral intention and intrinsic motivation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ahmed Hosny Saleh Metwally</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ahmed Mohamed Fahmy Yousef</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>ng Yining</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Faculty of Specific Education, Educational Technology Department, Fayoum University</institution>
          ,
          <country country="EG">Egypt</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>School of Information Science and Technology, Northeast Normal University</institution>
          ,
          <addr-line>Changchun</addr-line>
          ,
          <country country="CN">China</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>School of Media Science, Northeast Normal University</institution>
          ,
          <addr-line>Changchun</addr-line>
          ,
          <country country="CN">China</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>8</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>Gamification initiatives in learning contexts acknowledge that massive numbers of students play video games. Gamification in education, therefore, is based on introducing models to enhance psychological aspects within learning processes. These models come from the internal motivations, such as the human natural predisposition to learn, the desire for improvement, the desire to overcome obstacles and win, or the fun aspect that students find it in social relationships. The objectives of this study are examining the following research questions: a) What are the students' levels of satisfaction after using a gamified homework app (Pomawin)? b) what are students' attitudes and their behavioral intention towards gamifying homework? and c) how does implementing Pomawin for homework correction plan effect students' intrinsic motivation? The data has been collected and statistically analyzed from 53 primary school children at fifth grade (23 boys, 30 girls) after they achieved their homework by using Pomawin. The results of this study indicate that gamification can be used as an educational tool to improve student's satisfaction, behavioral intention and intrinsic motivation.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Homework</kwd>
        <kwd>Behavioral Intention</kwd>
        <kwd>Motivation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        There is a growing body of literature that recognizes the importance of gamification of
learning, especially in smart learning environments to motivate students learning
process. Gamification is a learning approach that utilizing gameful design into the
educational-professional field in order to absorb knowledge, improve some ability to
reward concrete actions, and increase the engagement [
        <xref ref-type="bibr" rid="ref1 ref2">1,2</xref>
        ]. Gamification has many
 Both authors contributed equally to this study as co-first authors.
features that make it powerful vehicles for students learning. One of the main keys
when applying it is that the students have perfectly assimilated the dynamics of the
game that will be carried out. Moreover, it promotes communication, cooperation, and
even competition amongst students [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>The gamification in education is therefore based on introducing models to enhance
psychological aspects within learning processes. These models come from the internal
motivations, such as the human natural predisposition to learn, the desire for
improvement, the desire to overcome obstacles and win, or the fun aspect that students
find it in social relationships. But it also takes aspects of external motivation to maintain
the participation of students in these learning processes, such as rewards, challenges,
incentives or public recognition.</p>
      <p>
        How can we gamify education in our classrooms? This question has occupied the
minds of researchers for a while. Educators have tested this research question and have
seen positive results. However, these results should be taken into consideration with
caution [
        <xref ref-type="bibr" rid="ref4 ref5">4,5</xref>
        ]. Furthermore, these efforts have stepped slowly toward developing
methods to design gamified services and systems [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Thus, promoting a new forms of
research consequences and results which maximize the benefits of design research are
desirable matter [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
1.1
      </p>
      <sec id="sec-1-1">
        <title>Research Motivation</title>
        <p>The concept of homework is one of the most controversial issues in education today,
particularly in primary schools. Due to the limited amount of time in the classroom to
cover everything on the intended learning subject, teachers assigned some homework
for their students to be completed outside the class time. However, there is increasing
concern that homework inserts students under a lot of pressure and if they spend their
free time on doing homework, they miss out on chances to go outside and play and have
fun.</p>
        <p>
          On one hand, Galloway, Conner &amp; Pope [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] surveyed 4,317 students, and pointed
out that most of those surveyed spend more than 3 hours on daily homework. Almost
two-thirds of the participants (72%) considered homework a primary source of stress,
and 82% reported physical symptoms. The students slept an average of 6 hours 48
minutes, lower than the recommendations prescribed by various health agencies. On
the other hand, children are digital natives and offering alternatives to traditional
homework assignments is an urgent need. Gamification apps can be a great resource
for visual examples and games that help children to practice concepts they are
struggling with. Thus, the specific objective of this study is how to gamify homework
by shaping the game around assignment context. Some systems have implemented
attributing points and giving out badges to students when they reach a certain number
[
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
        <p>
          Recent evidence suggests that using a wide spread from points, leaderboards, direct
competitions and stickers or badges, to other game design aspects with respecting to
motivation, participation as the main concern of gamification [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Challenge established
through the game seems to be a prior for engagement and crucial for learning through
the game [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Butler and Bodnar [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] draw our attention to that, gamification has an
impartial effect on students’ academic motivation towards homework, however,
gamification platform had a positive impact on student motivation which concerned
with student’s capability to dominate their education and receiving continued feedback
on their homework. The current study examines the following research questions: a)
What are the students’ levels of satisfaction after using a gamified app (Pomawin)? b)
what are students’ attitudes and their behavioral intention towards gamifying
homework? and c) how does implementing Pomawin for homework correction plan
effect students’ intrinsic motivation?
2
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Method</title>
      <p>
        Research-based design process was adopted to replicate the students’ learning effects
in this study. The research-based design process is proposed by Teemu Leinonen
inspired by design theories [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The purpose of this approach is to generate new ideas
and frameworks for conceptualizing learning towards building of prototypes and it
emphasizes creative human computer interaction, exploration of various design
concepts, continuous usability testing and redesign of the developing applications. The
phases of this research design are as follows: contextual inquiry, participatory design
sessions, design prototype, and case study as illustrated in figure 1.
Experience points (XP), leaderboards, badges, levels, achievements, progress bars, and
awards have been used as a gamification mechanics in a gamified homework portal for
students which implemented quests to be achieved with unlimited number of attempts,
so they were awarded based on the quality of their work [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Another study shows that
rising the engagement and positive feedback of students when they achieved a gamified
assignment and tasks to be presented like a game in web development, while this study
uses points, levels, progress bar, immediate feedback as game elements [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>In order to gamify homework, the authors have to achieve some contextual inquiries
which can be presented in the following items: selecting the educational course, grade,
and unit; framing the types of homework assignment; formulating different kinds of
questions which cover different parts and skills in the unit; planning for gamification
scenario and mechanics. Moreover, we gathered some applications from app stores to
find out if we can use it for gamifying homework.
4</p>
    </sec>
    <sec id="sec-3">
      <title>Participatory Design</title>
      <p>In this phase, the study considered to inspect closely the children’s opinions and the
obstacles with achieving their homework. So, the study surveyed 11 fifth grade primary
school children (6 boys and 5 girls) on their difficulties with homework through an
interactive workshop. The authors found that they feel bored while doing the
homework, and it is not an important matter to be done. They pointed out to some issues
related to the homework in English course; unit five; so, the authors selected the
English course “Time for English” for the fifth grade of the primary education, the first
semester of the academic year 2018-2019. The authors also held an interview with
English teachers with good knowledge of using technology to determine the unit
assignment and different kinds of questions of unit five “At the Food Festival”.
5</p>
    </sec>
    <sec id="sec-4">
      <title>Pomawin design</title>
      <p>
        In this section, after fulfilling the last procedures for designing, the next step is
developing the software “Pomawin” as summarized in figure 2.
In this design phase, the authors follow the cognitive theory of multimedia learning by
Mayer [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] who presents principles to guide designers of learning technologies to
reconsider how students get engage with the learning material without the traditional
paper-based methods as shown in figure 3.
In the light of the cognitive theory, we designed a gamification scenario to present the
homework with a gamification interface and game elements. We assigned the
homework in four levels, each level could include tasks, competitions, quizzes, challenges,
rewards, feedback and game like. We used different components of gamification such
as; points, badges, achievements, gifting, countdown timer, and progress bar. Providing
multimedia resources is very important to be embedded in the homework. Based on
gamification scenario we developed the homework with gamification elements. We
accomplished basic tests to make sure there are not technical mistakes that will appear
while using as shown in Figure 4. We collected the feedback of users and English
teacher then, we edited some items upon their feedback.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Case Study</title>
      <p>In this study, the sample consisted of 53 primary school children at fifth grade (23 boys,
30 girls). Convenience sampling was applied because the primary school were selected
according to accessibility and willingness to participate.
6.1</p>
      <sec id="sec-5-1">
        <title>Data Collection</title>
        <p>The following part of this paper moves on to describe in greater detail the quantitative
and qualitative data from students’ experience in this homework session. The
Evaluation methodology falls under three headings: (1) application usability; (2) behavioral
intention evaluation; and (3) children motivation.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Application Usability</title>
        <p>
          The first question in this study sought to determine the students’ levels of satisfaction
after using Pomawin. The System Usability Scale (SUS) invented by Brooke [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] is a
simple, ten-item attitude Likert scale from Strongly agree to Strongly disagree for
measuring the systems usability. This study used this questionnaire as a general
usability evaluation for the Pomawin application. The total number of completed responses
for this questionnaire was 53 collected over a period of two weeks. The table below
illustrates the summary of the SUS usability evaluation.
Simple statistical analysis was used to calculate the SUS score, first sum the score
contributions from each item. Each item's score contribution will range from 0 to 4. For
items 1,3,5,7, and 9 the score contribution is the scale position (0) for strongly disagree
and (4) for strongly agree. For items 2,4,6,8 and 10, the contribution is (4) for strongly
disagree and (0) for strongly agree. Multiply the sum of the scores by 2.5 to obtain the
overall value of SUS [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
        </p>
        <p>
          The overall value of SUS score from the questionnaires was 81.50, which reflects
that “Everything is well, and the children are pleased with the application and will
recommend it to their friends” Currently there is no need to make changes to the software
in regards of usability. Figure 5 provides an interpreting of SUS score.
The second question in this study was what students’ attitudes and their behavioral
intention towards gamifying homework? To measure attitude and behavioral intention,
we developed a form according to Giannakos [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ], who administered a survey assessing
enjoyment and happiness. For happiness, a single visual scale ranging from very happy
(5) to very unhappy (1) was offered to students to describe how they felt about doing
homework with the Pomawin as presented in figure 6.
In this study, students’ happiness when using Pomawin were determined by a 5-point
Likert scale (5) very happy, (1) very unhappy. Most of them reported feeling very happy
(M 4.41, SD 5.951) as shown in Figure 7. A possible explanation for this might be that
achievements and levels are common gamification mechanics which have been applied
in online homework system and made the students enthusiasm to achieve the
assignment with possibility to try unlimited numbers to solve the homework problems [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
In this study, to assess students’ enjoyment of Pomawin, a 3-point ordinal scale was
used. Giannakos [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] and Venkatesh [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] used the same items in their studies to
determine the degree to which Pomawin were perceived to be enjoyable. Cronbach’s alpha
for the attitude form was 0.86.
In this study, students’ enjoyment of Pomawin was determined by an ordinal scale (“I
agree,” “Neutral,” “Disagree”). One interesting finding is that all students enjoyed the
activity (M = 2.82, SD = 0.553). They found that the Pomawin interesting (M = 2.85,
SD = 0.443) and fun (M = 2.76, SD = 0.253) and stated that “I like using it” (M = 2.96,
SD = 0.253) and “I think I will learn something in the next six months with Pomawin”
(M= 2.84, SD = 0.519). It refers to the positive impact of gamification on perceived
enjoyment [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. Below are comments made by parents on our trial with a group of
students.
        </p>
      </sec>
      <sec id="sec-5-3">
        <title>Parent A</title>
      </sec>
      <sec id="sec-5-4">
        <title>Parent B</title>
        <p>“I was very surprised when I saw my child doing the homework without
difficulty. I let him do his homework independently and he says that he
enjoyed it and it was fun.”
“I was very happy when I saw my son enjoying the time to do homework
with Pomawin and it was fun for him.”</p>
      </sec>
      <sec id="sec-5-5">
        <title>Intrinsic Motivation</title>
        <p>
          Motivation is one's direction to behavior. In fact, there is a set of forces that act behind
the motives. The present study was designed to explore the relationship between
students’ motivation for learning when engaging with gamification activities during the
homework time. In order to assess the motivation considering the attention, relevance,
confidence and satisfaction dimensions, the Instructional Materials Motivation Survey
(IMMS) [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] was conducted based on the ARCS motivation model [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. Data for
perceived motivation were collected with 5 points Likert scale questionnaires and the
results are summarized in table 3.
In general, it seems that the results are promising since they indicate a positive impact
on all four dimensions. Relevance (M=4.13; SD=0.94) and satisfaction (M=4.40;
SD=0.87) dimensions rated better than the other two. One of the most important factors
to empower and engage learners around the world to participate in learning activities is
attention [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. In this study, there was a significant improvement of students’ attention
during achieving their gamified homework. Using gamification elements like points,
levels, badges can help students positively to engage and achieve online homework
[
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. This finding broadly supports the work of other studies in this area linking
gamification with doing homework. These factors may explain the relatively good
correlation between the cognitive theory of multimedia learning and gamification design. On
one hand, gamification design principles including providing coherent verbal, pictorial
information, guiding the learners to select relevant words and images, and reducing the
load for a single processing channel etc. [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
        </p>
      </sec>
      <sec id="sec-5-6">
        <title>Conclusion</title>
        <p>In recent times, the massive reach that the use of the Internet, social networks and
videogames have had led specialists in social sciences, psychology, and technologies to look
for entertaining ways to use these forms together. Pomawin is a new homework app
that is designed to make it easier than ever for parents to motivate their children to finish
their assignments on time. Pomawin includes points, leaderboards, direct competitions
and stickers or badges, levels to motivate learners and facilitate learning. In this study,
attitudes towards Pomawin were analyzed to examine the correlation between
gamifying homework and increasing student’s enjoyment and motivation. Results showed that
the students were satisfied with the Pomawin, were happy while using this application
during their homework time. In accordance with these findings, we make some
recommendations of the potential benefits of successful gamification initiatives in the
classroom including:







</p>
        <p>Gamification should give students the freedom to fail and try again without
negative repercussions.</p>
        <p>Inspiring students to discover intrinsic motivators for learning.</p>
        <p>The relationship between enjoyment and homework achievement should be
explored in future researches.</p>
        <p>Developing the affordances of immersion like avatar, virtual world, the 3D
world in gamified homework software.</p>
        <p>Expand investigating the psychological and behavioral outcomes in
gamifying homework to include social interaction and performance.</p>
        <p>Future research in gamification of education should concern more on
different affordances when applying them and extend the scope of affordances
in the context of education.</p>
        <p>Examining the effectiveness of implementing immersive technologies with
gamification in education.</p>
        <p>Children perceive Pomawin as “fun” and enjoy human‐like interaction.</p>
      </sec>
    </sec>
  </body>
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