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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Higher-education students' perceptions gamification in a learning management system</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Aseel Berglund</string-name>
          <email>aseel.berglund@liu.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Izabella Jedel</string-name>
          <email>Izabella.jedel@liu.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Linköping University</institution>
          ,
          <addr-line>Mäster Mattias Väg 1, 583 30, Linköping</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <fpage>144</fpage>
      <lpage>153</lpage>
      <abstract>
        <p>To understand what makes gamification successful there is a need to study individual game elements over time. The aim of the present longitudinal case study was to investigate the game element points in a higher-education context, in relation to the hedonic and utilitarian aspects of a gamified learning management system and novelty effects. A scale was developed based on utilitarian, hedonic and motivational elements of the point system, uncovering two main components: perceived value of points, and perceived motivation of points. The results showed that the perception of the points was positively related to the hedonic perception of a gamified learning management system, and that novelty effects are present. Based on the results, we suggest that points in higher education should be designed with regards to how students perceive the value and motivational aspects behind them and with considerations of how novelty effects can be mitigated.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Gamification</kwd>
        <kwd>hedonic dimension</kwd>
        <kwd>utilitarian dimension</kwd>
        <kwd>learning management systems</kwd>
        <kwd>selfdetermination theory</kwd>
        <kwd>higher education</kwd>
        <kwd>points</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Student engagement in higher education is
associated with a vast set of positive educational
outcomes [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. One promising approach to enhance
engagement is through gamification [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], the
application of game elements in non-game
contexts [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Game elements influence behavior
by eliciting psychological outcomes such as
motivation [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and encourages users to reach
external, utilitarian goals by engaging in
enjoyable, hedonic experiences [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In higher
education, gamification implementations have
produced positive [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], non-significant [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and
negative [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] student outcomes. The mixed effects
could be due to a limited understanding of the
impact of individual game elements [
        <xref ref-type="bibr" rid="ref4 ref9">4, 9</xref>
        ], and
the presence of novelty effects, generating
shortterm engagement due to the novelty associated
with new technology [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        For gamification to promote positive outcomes
in higher education, apart from considering the
behavioral aspect, students’ user experience
should also be taken into consideration [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In
education, gamification is most commonly
adopted through learning management systems
(LMS) [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Previous research indicates that
students’ hedonic and utilitarian perceptions of an
LMS can predict usage [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and acceptance [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Gamification has been found to influence the
usage of an LMS [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Less is known about how
individual game elements can contribute to the
user experience, in terms of hedonic and
utilitarian aspects, of an LMS, and how the
perceptions of individual game elements changes
over time. When considering the perception of
individual game elements their nature of
motivation drivers and hedonic and utilitarian
providers should be considered [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ].
      </p>
      <p>
        One of the most commonly game elements in
higher education are points [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], utilized to
measure and to reward students’ success [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
Point systems are a foundational part of
gamification since they enable designers to value
and track behavior in a specific context [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], and
function as a way to measure and reward behavior
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. The present work intends to study how the
perception of points relates to the hedonic and
utilitarian aspects of an LMS in higher education,
and how the perception of points change over
time. The following two research questions will
be explored:
      </p>
      <p>RQ1: How does higher-education students’
perception of points relate to hedonic and
utilitarian perceptions of a gamified LMS?</p>
      <p>RQ2: How does higher-education students’
perception of points in a gamified LMS change
over time?
1.1.</p>
    </sec>
    <sec id="sec-2">
      <title>The perception of points</title>
      <p>
        The use of points to increase motivation dates
back long before the emergence of gamification.
In the early 1960s, token economies were
introduced to reinforce behavior by rewarding
standardized and quantifiable tokens for desired
behaviors [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. With the introduction of
technology, the token economy evolved into what
Raczkowski [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] refers to as scoring economies,
automated systems that in contrast to the token
economy’s goal of increasing institutional
efficiency, aimed at increasing individual
efficiency by allowing users to measure
themselves and improve their performance. Points
in a learning context have been found successfully
increase behaviors that are rewarded with points
[
        <xref ref-type="bibr" rid="ref18 ref19 ref20">18-20</xref>
        ], while at the same time undermining
student behaviors that are not rewarded with
points [
        <xref ref-type="bibr" rid="ref19 ref20">19, 20</xref>
        ]. Students have reported points as
one of the most motivational game elements [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ],
and have also described it as a useful game
element in creating enjoyable experiences in
gamified learning contexts [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Based on
qualitative assessments of points in an educational
context, students have expressed that they
appreciate points being added as a value
representation of different activities and
selfassessment [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
1.2.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Gamification and motivation</title>
      <p>
        In broad terms motivation involves being
moved to do something [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Self-determination
theory, a motivational theory often used to
describe the motivational drivers behind game
play [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], divides motivation into two
subcomponents; internal motivation, referred to
behaviors done for their one sake; and external
motivation, referred to behaviors done for reasons
beyond internal satisfaction [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Gamification
based on promoting internal motivation intends to
enhance users experience through an
understanding of their innate psychological needs
[
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. Basic psychological needs theory, a
subtheory of self-determination theory, proposes that
people have three innate psychological needs that
must be fulfilled to become intrinsically
motivated: autonomy (having freedom to choose
and act from one’s own interests), competence
(having the opportunity to be effective in one’s
environment by getting support to practice,
develop skills and improve) and relatedness
(being able to form relations with others) [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
Gamification based on external motivation relies
on motivation theories of reinforcing
conditioning, i.e., reinforcing behavior by
associating stimuli and response [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], and operant
conditioning, i.e., reinforcing behavior by pairing
behavior with an expected reward [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. To base
gamification on external motivation has been
criticized for negatively impacting internal
motivation [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. On the other hand, to base
gamification on external motivation has been
suggested to be effective for short term immediate
effects and for learners who are not intrinsically
motivated [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ].
1.3.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Hedonic and utilitarian benefits</title>
      <p>
        For gamification to be used and accepted
utilitarian and hedonic aspects need to be
considered, i.e., creating enjoyable, hedonic
experiences that support external, utilitarian
objectives [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Game elements can provide
utilitarian benefits, i.e., using an application to
fulfil external objectives such as productivity, and
hedonic benefits, i.e., using an application for its
own sake [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. The utilitarian benefits of gamified
services relate to the perceived usefulness and
perceived ease of use of the system, as proposed
by the technology acceptance model [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ],
whereas the hedonic benefits relate to the
enjoyment and playfulness of the gamified service
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Investigating the hedonic and utilitarian
dimensions of a gamified fitness service, it was
found that hedonic and utilitarian aspects both
contributed to the attitude and continued use of the
service [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. On the utilitarian dimension perceived
usefulness was positively associated with attitude
and continued use of a gamification service and
perceived ease of use was associated with
continued use but not with attitude towards use.
On the hedonic dimension playfulness was
associated with continued use as mediated by
attitude but did not show a direct relationship to
either attitude or continued use, while enjoyment
had a positive association to continued use but not
to attitude. Previous research supports the notion
that the inclusion of hedonic and utilitarian
features in gamified services are positively
associated with continued use [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ] and
enhancement of user experience [
        <xref ref-type="bibr" rid="ref31 ref32">31, 32</xref>
        ], which
in turn is positively associated with attitude
toward the gamified service [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]. Related to
gamified learning, the influence of hedonic and
utilitarian dimensions has been studied to a
limited extent. In one study concerning the
perceptions of a gamified learning platform it was
found that both utilitarian and hedonic aspects
contributed to use of the platform, with utilitarian
aspects being the main motivational driver for
students and hedonic aspects amplifying the
utilitarian aspects [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]. Furthermore, it was found
that students differed in their motivational drivers;
some students commented on being motivated by
utilitarian aspects and others by hedonic aspects
[
        <xref ref-type="bibr" rid="ref37">37</xref>
        ].
      </p>
      <p>Based on the positive effects of the hedonic
and utilitarian dimensions on the service in which
gamification is implemented we hypothesize that:</p>
      <p>H1: A more positive perception of points will
be positively related to the hedonic perception of
an LMS.</p>
      <p>H2: A more positive perception of points will
be positively related to the utilitarian perception
of an LMS.
1.4.</p>
    </sec>
    <sec id="sec-5">
      <title>Novelty effects</title>
      <p>
        Apart from considering the motivational,
hedonic, and utilitarian dimensions of different
game elements, it is relevant to consider the
effects produced in relation to the time horizon of
the implementation. Short term effects from
gamification implementations have been
attributed to so called novelty effects [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], wherein
short-term engagement arises from the
introduction of a new technology. It has been
suggested that students tend to increase effort and
attention when interacting with new technologies,
however once they become familiar with the
technology these effects tend to diminish [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]. In
one study gamification had a positive effect on
test scores initially, but did not persist for follow
up tests, indicating that initial positive effects
could be attributed to a novelty effect of the game
elements [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ]. Similarly, another study showed
that gamification engagement decreased over time
after initial introduction, but that engagement
increased through the introduction of new
gamification features [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ]. Another study showed
that gamification novelty effects were prevalent in
terms of learning behavior but that novelty effects
were counterbalanced over longer time periods
when students reached a higher degree of
familiarity with the gamification platform [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ].
Apart from introducing new gamification
features, another proposed way to overcome the
novelty effects and produce long term results is to
utilize game elements that satisfy learners’ basic
psychological needs and intrinsic motivation [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ].
      </p>
      <p>Based on the presence of novelty effects in
previous gamification implementations we
hypothesize that:</p>
      <p>H3: Students’ perception of points in a
gamified LMS will decrease over time.</p>
    </sec>
    <sec id="sec-6">
      <title>2. Method</title>
      <p>
        To explore higher education students’
perception of points, a case study [
        <xref ref-type="bibr" rid="ref43">43</xref>
        ] was
conducted, studying students’ perception of
points over time, and the relationship between the
perception of points and the utilitarian and
hedonic dimensions of a gamified LMS in which
the points system was applied.
2.1.
      </p>
    </sec>
    <sec id="sec-7">
      <title>Study setting</title>
      <p>The study was conducted in a soft skills course
for first-year students in two bachelor engineering
programs (data engineering and electrical
engineering) at Linköping University. The course
lasted 8-weeks and included three modules. Each
module consisted of preparation tasks in terms of
videos to watch, texts to read, mandatory
assignments, and mandatory essays that were
reflections of the mandatory assignments. At the
end of each module, the students participated in a
mandatory seminar in which essays were read and
then discussed with other students. The students
could either pass or fail the course.</p>
      <p>An in-house developed gamified LMS called
E-prof (Figure 1) was used by the students during
the course. The LMS was web-based and
contained information about the course and each
module, preparation videos and texts, assignment
instructions, submissions, teacher feedback, and
grade results.</p>
      <p>Two game elements, a progress bar, and a
points system, were included in the LMS and
displayed at the top of the menu. The progress bar
visualized the amount of the course the students
had completed, represented by both the tasks that
the students had marked as done and by the
assignments that had been graded. The point
system consisted of three types of points
visualized through different symbols:
• Course points were visualized through a
star and represented the points that the students
needed to collect to pass the course. The
students achieved course points for seminars
attended and passed assignments.
• Order points were visualized through a
shield and represented the points that the
students achieved for completing activities in
an orderly manner. The students achieved
order points for submitting assignments on
time, for submitting the work in the LMS and
for submitting the file in PDF form.
• Master points were visualized through a
puzzle piece and represented the points that the
students achieved for completing activities
particularly well. The students achieved
master points for submitting assignments of
high quality and for submitting assignments
the day before the deadline.</p>
      <p>When students had not collected any of the
points all the point symbols where black; when the
students had achieved 1-29% of one of the points,
the symbol changed to a bronze color; when the
students had achieved 30-69% of the points, the
symbol changed to a silver color; and when the
students had achieved 70-100% of the points the
symbol changed to a gold color (Figure 2).</p>
      <p>To pass the course the students needed to get
all 35 of the course points and 19 of 28 order
points (68%). If students collected all the course
points, 18 of 21 (86%) master points and 23 of 28
(82%) order points they achieved a coffee cup, on
which three stars, the name of the course, and the
University logo were visualized (Figure 3).</p>
    </sec>
    <sec id="sec-8">
      <title>Participants and procedure</title>
      <p>Ninety-three students participated in the
course. The data collection consisted of two main
phases. In the first phase, RQ1 was addressed by
students filling out a voluntary survey during the
first seminar, held during the second course week.
Since students had to submit an assignment and
an essay in the LMS before the seminar, all
students were assumed to have entered the LMS
and seen the game elements. However, no points
had yet been awarded to the students. Before
filling out the survey, students signed a consent
form consisting of information about the data that
would be collected, that participation was
voluntary and could be discontinued at any time,
and that anonymized results would be used for
publication and further development of the LMS.
Fifty-one students submitted answers to the first
survey, of which 35 studied data engineering and
16 studied electrical engineering. The students
ranged in age from 19 to 35 with a mean age of 22
years (SD = 2.98). Forty-five students identified
as men, 5 as women, and 1 person reported being
unsure about their gender.</p>
      <p>In the second phase, RQ2 was addressed, by
students filling out the same survey during the last
seminar of the course, six weeks after the initial
survey. Again, students were asked to fill out the
consent form before filling out the survey if this
had not been done previously. No compensation
was awarded for answering either of the surveys.
Forty-one students answered the second survey.
In both surveys, students submitted a personal
code to be able to track individual answers
anonymously between the two surveys. Students
filled out the personal code by writing the first
letter of their father’s name, the first letter of their
mother’s name, and the day they were born.
Thirty-two students in total answered both the
first and the second survey and were thus included
in the analysis to answer RQ2.
2.3.</p>
    </sec>
    <sec id="sec-9">
      <title>Measurements</title>
      <p>
        Two main quantitative measures were
included in the first and second survey: the
perception of points and pragmatic and hedonic
quality from user experience questionnaire [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ].
      </p>
      <p>
        Perception of points: For the perception of
point, we were not able to identify a specific
measure for how individual game elements are
perceived. In previous studies on the perception of
points, measures have been based on a single item
[
        <xref ref-type="bibr" rid="ref14 ref18">18, 14</xref>
        ]. Since the perception of a game element
should be considered from a utilitarian and
hedonic perspective [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] and well as a motivational
perspective [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], we wanted to include several
items that could represent the perception of points.
The scale was first developed in English (Table 1)
and was translated to Swedish to be included in
the first and second survey. Related to the
hedonic and utilitarian dimensions, one general
item was included symbolizing the preference of
the point system (PP2), students who perceived
the point system as both hedonic and utilitarian
were deemed to be more likely to want to see the
point system in other courses. In terms of the
hedonic dimension of the perception of points,
one item was included related to the direct
hedonic experience of perceiving the points as fun
(PP1). In terms of the utilitarian dimension of the
perception of points one item was included that
represented seeing the point system as a valuable
part of the LMS (PP3). Related to motivation, two
items were included related to wanting to collect
more points, one for each point type that was not
related to passing the course (PP4, PP5). Two
items were also included related to the external
motivation associated with the points system
(PP6, PP7). These items were associated with
external motivation due to their association with
achieving enough points to get the cup. Finally,
two items were added related to the intrinsic
motivation of the points system (PP8, PP9). These
items were associated with the internal
motivation, due to students wanting to pursue the
points for their own sake rather than reaching an
external objective [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Each item was answered
on a five-point Likert scale ranging from I
completely disagree (1) to I completely agree (5).
      </p>
      <p>
        User experience questionnaire: The user
experience questionnaire (EEQ) [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ] was
included in the survey based on its representation
of hedonic and utilitarian dimensions in relation
to software products. The scale is based on 26
questions containing opposite statements, e.g.,
annoying/enjoyable, in which respondents answer
on a seven-point scale ranging between the two
attributes. EEQ items are divided into six
subscales that are combined into two aspects of
the user experience: hedonic quality and
pragmatic quality. The Swedish version of the
EEQ was included in the first and second survey.
      </p>
      <p>
        A principal factor analysis was run with direct
oblimin oblique rotation to uncover the
underlying components behind the perceptions of
points items. Direct oblimin oblique rotation was
chosen due to the theoretical ground of the factors
being expected to correlate with each other [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ].
An R-matrix was produced to uncover items with
small bi-variate correlations as well as potential
multicollinearity problems. Low item correlation
was determined through items having several
items with a bi-variate correlation &lt;0.3 and
multicollinearity problems where determined for
bi-variate correlations &gt;0.9 and a R-matrix
determinant &lt; 00001 [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ]. The
Kaiser-MeyerOlkin measure was used to verify sampling
adequacy with an excepted criterion of &gt;0.5 for
the combined and individual items [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ]. Finally,
Bartlett’s measure was checked to validate that
the R-matrix significantly differed from an
identity matrix.
      </p>
      <p>
        For the items in the user experience
questionnaire, negative items, i.e., items with a
positive attribute before the negative attribute,
were reversed. Cronbach alpha was measured to
determine internal consistency for the
components uncovered through the principal
factor analysis of perception of points and for the
scale items of hedonic quality and pragmatic
quality. To answer RQ1 and explore the
relationship between the perception of points and
hedonic and utilitarian dimensions of the gamified
LMS, two multiple linear regressions were run
based on the students’ answers in survey 1; one
with hedonic quality as the dependent variable
and one with pragmatic quality as the dependent
variable. In both cases, the forced entry method
was chosen due to no clear order of importance
between the independent variables [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ].
Assumptions of the multiple linear regressions
were accounted for in terms of outliers and
linearity (identified through scatterplots),
homoscedasticity and independence (identified
through partial regression plots), and normality
(identified through residual histograms) [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ]. To
answer RQ2 and investigate how the perception
of points changed over time, a paired samples
ttest was run with perception of points scales as
dependent variables based on the students’
answers in survey 1 and survey 2. Before running
the analysis, the normal distribution of the
difference between scores were analyzed through
the Shapiro-Wilk test-statistic for each
component.
      </p>
    </sec>
    <sec id="sec-10">
      <title>3. Results</title>
      <p>The R-matrix showed no correlations over 0.9
and only one bi-variate correlation below 0.3. The
determinant of the R-matrix was 0.000, thus
surpassing the value of 0.00001 and not indicating
any problems with multicollinearity. The KMO
test showed a value of 0.804, which represented
an adequate sampling size. The individual values
of KMO identified in the anti-image correlation
matrix showed that all values were above 0.658.
Bartlett’s test of sphericity showed a significant
value (p&lt;0.001) thus showing that the matrix
significantly differed from an identity matrix.
Since all assumptions had been met, all items
were included in the analysis.</p>
      <p>Item
PP1
PP2
PP3
PP4
PP5
PP6
PP7
PP8
PP9</p>
      <p>In obtaining the eigenvalues for each factor,
two factors had an eigenvalue above Kaiser’s
criterion of 1, together explaining 74.03% of the
variance (Table 3). The scree plot showed the
clearest inflexion point when retaining two
factors. Two factors were therefore retained. The
factor loading after rotation (Table 4)
demonstrated one factor related to the perceived
value of points in terms of the hedonic and
utilitarian aspects of the point system (Factor 1)
and the other factor (Factor 2) related to the
motivational perception of points.</p>
      <p>
        Cronbach’s alpha was generated for the scales
of perceived value of points and motivational
perception of points, perceived ease of use and
perceived usefulness, and for hedonic quality and
pragmatic quality. The threshold value of an
accepted alpha value was set at 0.7 [
        <xref ref-type="bibr" rid="ref46">46</xref>
        ]. All scales
showed an accepted alpha value with all items
included (Table 5) and individual scale items were
thus derived by taking the mean of the items
connected to each scale.
      </p>
      <p>The assumptions behind the two linear
regression models had been met showing linear
tendencies and no clear outliers, evenly
distributed values around the linear tendencies for
the predicting variables in the partial regression
plots, and evenly distributed residuals. The
overall regression model for hedonic quality was
statistically significant (R2 = 0.16, R2adj = 0.13, F
(2, 50) = 4.58, p = 0.02), demonstrating that the
perceived motivation of points and perceived
value of points in combination had a positive
relationship to the hedonic quality of the LMS.
However, neither the perceived motivation of
points (b = 0.34, p = 0.10), nor the perceived value
of points (b = 0.10, p = 0.48), significantly
predicted the hedonic quality of the LMS (Table
6.).</p>
      <p>The overall regression model for pragmatic
quality was not statistically significant (R2 = 0.02,
R2adj = -0.02, F (2, 50) = 0.45, p = 0.64),
demonstrating that the perceived motivation of
points and perceived value of points in
combination did not have a positive relationship
to the pragmatic quality of the LMS</p>
      <p>The Shapiro-Wilk test statistic showed a
nonsignificant value for the perceived motivation of
points factor (p=0.200) and for the perceived
value of points factor (p=0.200). Thus, the data
did not deviate from the assumption of normality.
The average score for the perceived value of
points after two weeks was higher (M=3.64, SD =
0.791) than after eight weeks (M=3.33, SD =
0.900). The results showed a significant mean
difference (M=0.304, SD = 0.730) between
measures (t (31) = 2.354, p = 0.025). The average
score for the perceived motivation of points after
two weeks was higher (M=3.39, SD = 0.969) than
after eight weeks (M=2.89, SD = 0.973). The
results showed a significant mean difference
(M=0.496, SD =0.753) between measures (t (31)
= 3.723, p =&lt; 0.001). The results indicate that the
perception of points had decreased over time in
terms of utilitarian and hedonic perception as well
as motivational perception.</p>
    </sec>
    <sec id="sec-11">
      <title>4. Discussion</title>
      <p>The present work intended to investigate how
higher-education students’ perception of points
relate to hedonic and utilitarian dimension of a
gamified LMS as well as how students’
perceptions of points change over time. The factor
analysis based on the first survey uncovered two
factors related to the perception of points:
perceived value of points (Factor 1) and perceived
motivation of points (Factor 2).</p>
      <p>In relation to RQ1, the present study showed
that higher-education students’ perception of
points related to the hedonic but not to the
utilitarian perception of the gamified LMS. The
perceived value of points and the perceived
motivation of points predicted the hedonic quality
of the LMS, explaining 16% of the variance.
Students who experienced the perception of
points more positively, in terms of both value and
motivation, also perceived the hedonic quality of
the LMS more positively, providing support for
H1. At the same time, the factors did not show a
significant individual prediction on the hedonic
quality. The result could indicate that perceived
value of points and perceived motivation of points
should both be high to support the hedonic quality
of the LMS.</p>
      <p>
        The result is aligned with previous research,
suggesting that hedonic dimensions of gamified
services contribute to a more positive attitude [
        <xref ref-type="bibr" rid="ref16 ref32">16,
32</xref>
        ], higher likelihood of continued use [
        <xref ref-type="bibr" rid="ref16 ref30 ref33">16, 30,
33</xref>
        ], and positive user experience [
        <xref ref-type="bibr" rid="ref31 ref32">31, 32</xref>
        ].
However, while previous research focused on the
hedonic dimension of the gamified system as a
whole, the present work focused on the perception
of the individual game element points in relation
to the hedonic and utilitarian perception of the
LMS. This highlights that focusing on providing
value in terms of the utilitarian, hedonic, and
motivational benefits to individual game elements
can contribute positively to the hedonic
perception of the LMS.
      </p>
      <p>
        The perceived value of points and the
perceived motivation of points did not
significantly predict the pragmatic quality of the
LMS, thus not supporting H2. This differs from
previous research, in which the utilitarian
dimension of gamified services contributed to a
more positive attitude [
        <xref ref-type="bibr" rid="ref16 ref32">16, 32</xref>
        ], higher likelihood
of continued use [
        <xref ref-type="bibr" rid="ref16 ref30 ref33">16, 30, 33</xref>
        ], and positive user
experience [
        <xref ref-type="bibr" rid="ref31 ref32">31, 32</xref>
        ]. In light of the study focusing
on the individual game element of points the
results could be explained by the fact that the
point system had been designed to enhance the
pragmatic quality of the LMS. As has been
showed in previous studies [
        <xref ref-type="bibr" rid="ref20 ref21 ref22">20, 21, 22</xref>
        ] point
systems encourage the behavior they represent,
which might also hold true for the perception of
points; that is, points encourage positive
perceptions in relation to what the gamification
system is designed for but not necessarily other
factors.
      </p>
      <p>
        In relation to RQ2, the present study showed
that higher-education students’ perception of
points decreased over time There has been a
significant decrease in terms of both perceived
value of points and perceived motivation of points
between the second and the eight week of the
course. Similar results are present in previous
research, with performance [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ], engagement [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ]
and learning behavior [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ] increasing at the
introduction of new game elements but decreasing
over time. Previously, the initial increase
followed by a decrease has been attributed to the
novelty effect [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]. The result of the present study
shows support for H2 and the novelty effect being
present in relation to the perception of points over
time. Since the students had not received any
points when answering the first survey the results
could also arise from a discrepancy between the
students’ expectations of points their actual
experience after receiving them. Furthermore, the
reason for the students’ perception changing over
time could also be attributed to the extrinsic
motivational nature of the gamified system. It is
possible that when students could no longer
achieve the cup, their perception of points as a
game element could have decreased, explaining
the lower perception over time.
      </p>
      <p>In the present study a positive perception of
points was associated with a positive hedonic
LMS perception and the perception of points
decreased over time. Based on the results, we
suggest that points in higher education should be
designed with regards to how students perceive
the value and motivational aspects behind them
and with considerations of how novelty effects
can be mitigated.</p>
    </sec>
    <sec id="sec-12">
      <title>4.1. Limitations research and further</title>
      <p>Limitations include a lack of generalizability
due to the case study design and small sample
size. To generalize the findings, more studies are
needed that investigate higher education students’
perception of points in different settings. The
nature of the study did not allow for causal
determinates of the effect of the perception of
points on the hedonic and utilitarian perception of
the LMS. To determine causality, we recommend
that further studies manipulate the points systems
and study the impact on the hedonic and utilitarian
perception of the LMS over time.</p>
      <p>
        Another limitation is the time horizon of the
implementation: no longitudinal effects could be
determined for a longer extent than the course’s
time horizon of 8-weeks. As previous research
suggests, initial novelty effects could be
counterbalanced with familiarity over time [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ].
Further research should therefore investigate the
presence of the novelty effect on students’
perception of points over longer time horizons.
While the results showed that perceived
usefulness and hedonic quality were higher for
students who perceived the points system as more
positive, the results did not shed light on
individual differences between students that could
have contributed to the variation in perceptions.
The majority of the students identified as male in
the study which could also have impacted the
results. Therefore, one avenue for further research
is to explore what contributes to students’
differences in perceptions about point systems.
      </p>
    </sec>
    <sec id="sec-13">
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