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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>René Lobo-Quintero);</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Examining Game Mechanics and Extrinsic Motivation in a GroupAwareness Tool for Collaborative Learning</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>René Lobo-Quintero</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Davinia Hernández-Leo</string-name>
          <email>davinia.hernandez-leo@upf.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Universitat Pompeu Fabra</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carrer Roc Boronat</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Barcelona</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Spain</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Group Awareness Tools, Game Mechanics, Extrinsic Motivation, Self-Determination Theory, Learning Mechanics-Game Mechanics Model</institution>
          ,
          <addr-line>Learning Analytics</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>This study examines the interplay of game mechanics and extrinsic motivation in a Group Awareness Tool (GAT), and its implications for student participation in a Computer Supported Collaborative Learning (CSCL) context. By analyzing the Self- Determination Theory (SDT) and the Learning Mechanics-Game Mechanics (LM-GM) model,we dissect the dynamics of a GAT integrated within an PyramidApp activity. Two game mechanics, Feedback and Behavioral Momentum, were identified and linked to variations in extrinsic motivation among students. Our analysis revealed that while the GAT succeeded in fostering participation, it elicited a spectrum of extrinsic motivation, from identified regulationto external regulation. The study also proposes potential enhancements to the GAT by incorporating game mechanics associated with intrinsic motivation. The findings provide valuable insights into the complex dynamics of GATs and contribute to the discourse on improving student engagement and learning outcomes in CSCL environments.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <sec id="sec-2-1">
        <title>2.1. Group awareness tools</title>
        <p>
          GAT are visual indicators designed to show the behaviors, goals, and contributions of a group to
itsmembers, thereby improving the knowledge building process. Research differentiates three
types of group awareness (behavioral, cognitive, and social) and, thus, of GAT types. For
example, visual displays of previous knowledge have been used for cognitive awareness [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ],
while interactive maps to show group interactions have been used for social awareness [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], and
participation levels have been used for behavioral awareness [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. Most GAT relies on the use of
learning analytics, as the visualized awareness information requires the use of real data about
learners and their educational situations (e.g., their group context).
        </p>
        <p>
          Behavioral GATs have shown promise in terms of increasing student participation and
reducing negative interaction patterns [
          <xref ref-type="bibr" rid="ref13 ref14">13,14</xref>
          ]. However, empirical research on the effectiveness
of GAT in generating balanced group involvement has yielded inconsistent findings [
          <xref ref-type="bibr" rid="ref15 ref16 ref17">15-17</xref>
          ].
While some research suggests that GATs contribute to more equitable group input [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ], others
show that complex mediating factors may still result in unequal participation [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. A deep
understanding about why this is the case is still lacking [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. There is a need for analytical
frameworks that facilitate a decomposition of the design of those tools and the afforded effects.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. LM-GM framework</title>
        <p>
          The Learning Mechanics–Game Mechanics (LM-GM) model maps game mechanics and
pedagogical elements abstracted from literature on game studies and learning theories (see
Figure 1). The model helps to relate a set of standardized learning mechanics to another set of
standard game mechanics. It empowers designers to explore the interactions between these
mechanics and ensures that a system is solidly rooted in both pedagogical and entertainment
perspectives [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. This provides a succinct method to align pedagogical intentions with ludic
elements in a player’s actions and gameplay.
        </p>
        <p>The learning mechanics component refers to pedagogical methods and strategies that
facilitate the acquisition and application of knowledge and skills. These might encompass
elements such as problem- solving tasks, collaborative activities, and guidance. On the other side,
game mechanics describe the interactive elements that make up the game's system and define
the gameplay. They involve rules and procedures that dictate the dynamics of the game. Examples
of game mechanics include competition, cooperation, game turns, and time pressure.</p>
        <p>
          By aligning learning mechanics with game mechanics, the LM-GM model tries to develop a
seamless integration of educational content and engaging game design. The LM-GM model can be
used to either aid designers or researchers, as it provides a concise means to map how ludic
elements link to pedagogic intent directly based on a player’s actions and game play [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ].
        </p>
        <p>In the context of CSCL environments, understanding the LM-GM model can offer insightful
perspectives on how GATs, as pedagogical tools, can be designed to foster motivation and
participation, providing a rich and engaging collaborative learning experience. By identifying the
game mechanics embedded in GATs, we can develop a deeper understanding of how these tools
can be leveraged to stimulate learning dynamics, thereby optimizing student engagement and
learning outcomes.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Self-determination theory</title>
        <p>
          The Self-Determination Theory (SDT), proposed by Deci &amp; Ryan [
          <xref ref-type="bibr" rid="ref8 ref9">8,9</xref>
          ], is a comprehensive
theory of human motivation that proposes that people have innate psychological needs for
competence, autonomy, and relatedness. These needs, when fulfilled, contribute to optimal
function and growth, fostering intrinsic motivation and internalization of extrinsic motivation.
        </p>
        <p>A particularly noteworthy aspect of the SDT is its conceptualization of motivation along a
continuum (see Figure 2). At one end of the spectrum lies intrinsic motivation, where individuals
engage in activities purely for the inherent satisfaction, they derive from it. At the other end is
extrinsic motivation, where activities are undertaken to attain separable outcomes. Extrinsic
motivation itself can vary in its degree of self-determination and is categorized into four types:
external regulation, introjected regulation, identified regulation, and integrated regulation.</p>
        <p>External regulation, the least autonomous form of extrinsic motivation, involves behavior
driven by external rewards or punishments. Introjected regulation involves actions performed to
avoid guilt or to enhance ego, where the regulatory process is somewhat internalized but not fully
accepted as one's own. As we move along the continuum towards more self-determined forms,
we find identified regulation where individuals consciously value the activity and self-endorse
the goals associated with it. Finally, integrated regulation, the most autonomous form of extrinsic
motivation, occurs when the identified regulations are fully assimilated with the individual's self,
such that the behavior becomes an integral part of the person's values and needs.</p>
        <p>Understanding this continuum of extrinsic motivation is very important, especially in
educational settings like CSCL, where the aim is not only to increase participation but also to
ensure that the learning process is meaningful and self-directed. The different forms of extrinsic
motivation can manifest distinctly in student engagement, and recognizing this can guide the
design of pedagogical tools like GAT to optimally stimulate motivation and foster the desired
outcomes.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. The case of GAT in PyramidApp</title>
      <p>
        PyramidApp is a web-based system that incorporates a Pyramid CLFP-based approach for the
creation and deployment of collaborative learning activities in both traditional and remote
learning settings [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. The system provides a platform for teachers to design activities and for
students to carry them out. Within the PyramidApp enactment tool, individual students can
submit their responses to the assigned tasks and engage in preliminary discussions in small
groups. After evaluating various perspectives, a common option is agreed upon and subsequently
propagated to larger groups at higher levels. These groups deliberate and ultimately reach a
consensus on one or a few options at the global level.
      </p>
      <p>
        The GAT under study [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] consists of a bar embedded in the PyramidAPP, that visualizes the
participation level of each student and appears under their name (see Figure 3). The participation
level is updated every 5 seconds and allows students to compare their participation to others in
their group, raising behavioral awareness among the participants. It is calculated by the number
of characters sent, edited, or deleted from the chat and the collaborative writing editor. To
promote equal participation, the bar changes colors depending on the level of participation: a) if
the student contributes to the discussion sufficiently the bar is green, b) if the student is
contributing quite less or more than the average the bar turns orange, c) if the student dominates
the discussion or is not participating sufficiently the bar turns red.
      </p>
      <p>An analysis through the lens of the LM-GM framework (Figure 4) revealed that the GAT
integratedin the PyramidApp tool presents two game mechanics associated to the extrinsic
motivation category: Feedback and Behavioral momentum. The feedback mechanic is observed
in the GAT function that shows the users what they have just done, giving them a kind of instant
gratification. This game mechanic relates to the “shadowing and feedback” learning mechanics in
the LM-GM framework. Behavioral momentum is defined as a game mechanic used to give
confidence and motivate players tocontinue a game. This game mechanic is identified in the GAT
function that aims at encouraging students to continue participating in the discussion by
providing instant visual indicators of their level of participation and how it relates to the overall
group participation. The LM-GM framework relates the behavioral momentum game mechanics
with the “repetition and instruction” learning mechanic.</p>
      <p>The decomposition of the LM-GM mechanics in the GAT tool offers a new perspective in the
interpretation of its effects and potential improvements. An evaluation of the GAT tool, comparing
an experimental group with a control group using the same CSCL tool without the GAT, showed
that theexperimental group achieved the highest participation level in comparison to the control
group (87% vs 78%). This result can be aligned with the expectations of the Behavioral
momentum mechanics. Moreover, the students in the experimental group found the tool useful:
64.2% felt that their participation was supported by the tool and 50.7% felt the need to
participate. This effect can be relatedwith the expectation of the feedback mechanics. Overall,
these results correspond with the SDT as students' extrinsic motivation can fall along a
continuum, with various degrees of self-determination (the % suggests a division in students’
effects). For some students, the GAT mechanics represent an identified regulation form of
extrinsic motivation (SDT), where students are consciously valuing the activity and
selfendorsing the participation goals (an extrinsic motivation that is closer to intrinsic motivation),
while for other students, the GAT mechanics offer more an external regulation form (SDT)
influenced by external rewards and punishments (a more stressed form of extrinsic motivation).</p>
      <p>In terms of potential improvements, the analytical lens used reveals some improvement
opportunities. Different game mechanics from the intrinsic motivation category can be explored
to enhance the interaction with the GAT. For example, the ownership GM can be boosted by using
avatarsto communicate the awareness analytics. The progression GM can enhance the students’
participation by employing visual cues or messages that give personalized feedback based on the
accumulated progress and the status of the discussion within the group. Finally, the GM of
cooperation and competition can be amplified even more by the sharing of analytics related to
the status of the other groups, in addition to the collaboration structure provided by the CSCL tool
in which the GAT is integrated.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions</title>
      <p>The present study, grounded in the SDT and LM-GM model, analyzed the dynamics of game
mechanics and extrinsic motivation within a GAT in a CSCL environment. The findings show that
the GAT integrates game mechanics such as Feedback and Behavioral Momentum to boost
participation. However, the elicited extrinsic motivation varied across students, with some
displaying identified regulation and others showing external regulation. This variation pointed
towards the complexity of motivation within learning environments, indicating that fostering
participation using GAT requires a detailed analysis from different points of view such as
pedagogical, motivational and visual design.</p>
      <p>
        The identification of Feedback and Behavioral Momentum mechanics underscore the role of
immediate gratification and sustained engagement in promoting participation. This aligns with
prior literature emphasizing the importance of feedback in learning environments [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] and the
effect of behavioral momentum on sustaining student engagement [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. The effectiveness of these
mechanics isfurther confirmed by the increased level of participation in the experimental group
and the students' perception of the tool's usefulness.
      </p>
      <p>Moreover, the study offered insights into potential enhancements for GATs. The inclusion of
gamemechanics that are related to intrinsic motivation can further promote participation and
foster deeper engagement.</p>
      <p>Finally, this study adds to the continuing discussion about CSCL and GATs. It gives a
comprehensive knowledge of how game mechanics interact with motivation in collaborative
learning environments and paves the road for future GAT design advancements.</p>
      <p>As with any study, ours is not without limitations. The present investigation focused on one
specificGAT in a particular CSCL environment. Future research should aim to generalize these
findings acrossvarious tools and settings. Furthermore, while our study centered on extrinsic
motivation, an interesting avenue for future research would be to examine how GATs can be
designed to promote intrinsic motivation, further enhancing the quality of engagement and
learning outcomes in collaborative learning settings.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>This work has been partially funded by AEI/10.13039/501100011033 (PID2020-112584RB-C33,
RED2022-134284-T, CEX2021-001195-M) and the Volkswagen Stiftung (Courage, ref. 95 566). DHL
also acknowledges the support by ICREA under the ICREA Academia programme and the Department
of Research and Universities of the Government of Catalonia (SGR00930).</p>
    </sec>
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