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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Efects of Gamification on Students' Sense of Accomplishment: A Controlled Experimental Study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Wilk Oliveira</string-name>
          <email>wilk.oliveira@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pasqueline Dantas Scaico</string-name>
          <email>pasqueline.dantasscaico@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juho Hamari</string-name>
          <email>juho.hamari@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University</institution>
          ,
          <addr-line>Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>17</fpage>
      <lpage>29</lpage>
      <abstract>
        <p>Gamification has been widely employed to enhance students' experiences and improve learning outcomes. While gamification often yields positive results in educational settings, there are still inconsistencies in the findings, and several areas remain underexplored (e.g., impact on specific psychological experiences like the sense of accomplishment), and need further investigation. To address this gap, we conducted a controlled between-subjects experiment (N = 65) to examine the efects of gamification on students' sense of accomplishment within a gamified learning management system. Participants were divided into an experimental group, which used a gamified version of the system, and a control group, which used the same system without gamification. Students' sense of accomplishment was assessed using validated measures, and we employed both descriptive and inferential statistics (i.e., Mann-Whitney U test) to analyze the diferences between groups. The analysis revealed no statistically significant efect of gamification on students' sense of accomplishment (U = 436.000, Z = -1.209, p = .227), with a small efect size (r = 0.15). These findings suggest that gamification, in its current form, may not directly enhance students' sense of accomplishment. Our study adds to the growing body of literature on game-based learning by highlighting that gamification may not universally impact all aspects of the student experience.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Game-based learning</kwd>
        <kwd>gamification</kwd>
        <kwd>educational technologies</kwd>
        <kwd>user experience</kwd>
        <kwd>experimental study</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Gamification ( i.e., “the process in which services, activities, and systems are transfigured to promote
similar motivational benefits as found in games” [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]) has emerged as a promising strategy to cultivate
positive experiences in education by leveraging game design elements to engage and motivate students
[
        <xref ref-type="bibr" rid="ref2 ref3 ref4">2, 3, 4</xref>
        ]. Gamification aims to enhance student motivation, participation, and learning outcomes [
        <xref ref-type="bibr" rid="ref2 ref5">2, 5</xref>
        ].
This approach capitalizes on the inherent appeal of games, tapping into individuals’ natural inclinations
for game-like behaviors, thus, aiming to transform educational environments into engaging experiences
that promote active participation [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        Despite the growing popularity of gamification in education [
        <xref ref-type="bibr" rid="ref2 ref7">2, 7</xref>
        ], research findings on its
efectiveness have yielded mixed results, underscoring the need for a nuanced understanding of its impact on
student outcomes [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ]. While some studies have reported positive efects on engagement,
motivation, and learning [
        <xref ref-type="bibr" rid="ref10 ref11 ref12">10, 11, 12</xref>
        ], others have found limited or inconsistent benefits [
        <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
        ]. Moreover,
there remains a notable gap in the literature concerning examining students’ sense of accomplishment
within gamified educational environments [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], a crucial aspect of students’ subjective experiences and
intrinsic motivation.
      </p>
      <p>
        In this investigation, we explore the impact of gamification—specifically, a single gamification design
comprising ten distinct gamification elements based on Self-Determination Theory [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] on students’
sense of accomplishment. We conducted a controlled experiment with two groups: an experimental
group that interacted with a gamified educational system and a control group that used the same
system without gamification. Employing descriptive and inferential statistical methods, we analyzed
the diferences in students’ sense of accomplishment between these two groups.
      </p>
      <p>Our analysis revealed no statistically significant efect of gamification on students’ sense of
accomplishment (U = 436.000, Z = -1.209, p = 0.227), with a small efect size ( r = 0.15). These findings
suggest that while gamification has potential in educational contexts, its impact on certain psychological
outcomes, such as a sense of accomplishment, may be limited under certain design decisions. This
suggests that the efectiveness of gamification is context-dependent and underscores the importance
of critically evaluating the suitability between gamification designs and the intended outcomes. Our
study highlights these nuances and contributes to the growing literature on game-based learning. It
suggests that future research and design eforts should focus on refining gamification strategies better
to address the various dimensions of the student experience and optimize certain aspects, such as user
engagement.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <p>In this section, we present the main topics covered in this study (i.e., gamified education, and sense of
accomplishment in educational environments). We also present the main related work.</p>
      <sec id="sec-2-1">
        <title>2.1. Gamified education</title>
        <p>
          Gamified education typically involves applying game design elements and principles within educational
contexts, thereby enhancing learning outcomes [
          <xref ref-type="bibr" rid="ref16 ref17 ref9">16, 9, 17</xref>
          ]. The primary aim of gamification in
education is to motivate students, increase their engagement, and improve learning outcomes by making
educational activities more interactive and enjoyable [
          <xref ref-type="bibr" rid="ref18 ref19">18, 19</xref>
          ]. By incorporating gaming principles,
educators seek to transform traditional learning environments into dynamic and engaging experiences
that capture students’ interest and sustain their motivation [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. Gamified education leverages intrinsic
motivational factors that make games appealing, such as achievement, competition, and progress, to
create a compelling educational experience [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ].
        </p>
        <p>
          The theoretical basis of gamification in education is often grounded in Self-Determination Theory
(SDT) [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ], which emphasizes the importance of satisfying three basic psychological needs: autonomy,
competence, and relatedness [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. Autonomy refers to the need to feel in control of one’s actions and
decisions; competence entails a sense of eficacy and skill in one’s activities; and relatedness pertains
to feeling connected and valued by others [
          <xref ref-type="bibr" rid="ref15 ref23">23, 15</xref>
          ]. Gamification strategies are designed to fulfill
these needs by providing students with choices and control over their learning (autonomy), ofering
opportunities for mastery and skill development (competence), and fostering social connections and
collaborative learning (relatedness) [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ].
        </p>
        <p>
          Over the years, diferent game elements and gamification designs have varied widely depending on the
educational goals and the target audience [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. Common game elements include points, which provide
a measurable way of tracking progress; badges, which serve as symbolic rewards for achievements; and
leaderboards, which introduce a competitive element by ranking participants [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Additionally, more
complex designs can incorporate narrative features, avatars, and interactive feedback systems, creating
a more immersive and engaging learning environment [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ].
        </p>
        <p>
          For example, point-based systems provide immediate feedback and reinforce positive behavior,
helping students track their progress and stay motivated. Badges and achievements serve as extrinsic
motivators, encouraging students to complete tasks and reach milestones. Leaderboards introduce a
competitive element that may drive some students to perform better, although they must be implemented
carefully to avoid demotivating others. More complex gamification elements, such as narrative elements
and quests, can enhance engagement by providing context and purpose to learning activities, making
them more relatable and enjoyable [
          <xref ref-type="bibr" rid="ref25 ref26">26, 25</xref>
          ]. Ultimately, the efectiveness of gamification depends on
how well the chosen design elements align with students’ needs and preferences, as well as the overall
educational objectives.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Sense of accomplishment in educational environments</title>
        <p>
          Motivation is influenced by the expectation of success and the perceived value of the task or goal [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ].
Students’ sense of accomplishment is closely tied to their beliefs about their ability to succeed
(selfeficacy) and the perceived importance of the task [
          <xref ref-type="bibr" rid="ref28 ref29">28, 29</xref>
          ]. When students perceive a high likelihood of
success and find the task meaningful, their sense of accomplishment can be positively afected.
        </p>
        <p>
          Students learn by observing others and adjust their behavior based on the outcomes they observe
[
          <xref ref-type="bibr" rid="ref30">30</xref>
          ]. A sense of accomplishment arises when students successfully apply learned strategies and observe
positive results. A sense of accomplishment is also influenced when people have an agenda and set
goals to achieve [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ].
        </p>
        <p>
          SDT, which focuses on intrinsic motivation, is closely related to gamification [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. When students feel
a sense of autonomy, competence, and relatedness, they are more likely to experience accomplishment
[
          <xref ref-type="bibr" rid="ref29">29</xref>
          ]. Autonomy allows students to choose tasks aligned with their interests. Competence reflects their
perceived ability to master those tasks, and relatedness, or feeling connected to others, further enhances
their sense of accomplishment.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Related work</title>
        <p>
          In recent years, some studies have investigated gamification designs in diferent cognitive experiences
of students. In an initial example, Tasadduq et al. [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] investigated gamification use in students from
rote learning backgrounds. The authors evaluated students’ class efort, satisfaction, social comparison,
performance, and intrinsic motivation in a programming course. Students in the gamified group were
required to submit their programming assignments through an online gamified tool, while the
nongamified group submitted their assignments using the traditional way. Results showed no significant
diference in class efort, satisfaction, social comparison, and motivation between both groups over time
[
          <xref ref-type="bibr" rid="ref32">32</xref>
          ].
        </p>
        <p>
          Oliveira et al. [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ] investigated how gamer types from the BrainHex taxonomy moderate the efects
of personalized/non-personalized gamification on users’ flow experience, enjoyment, perception of
gamification, and motivation. The authors conducted a mixed factorial within-subject experiment
involving 121 elementary school students comparing a personalized version against a non-personalized
version of a gamified education system. They identified no efects between personalization and students’
lfow experience, perception of gamification and motivation, and enjoyment [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ].
        </p>
        <p>
          Taşkın and Kılıç Çakmak [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ] also conducted in a quasi-experimental study where students. Both
groups of students studied in an online learning environment for 10 weeks. Findings revealed that
gamification enhanced students’ achievement by increasing their content interaction in the online
learning environment [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ].
        </p>
        <p>
          Alt [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ] analyzed how to use game design elements to engage students in mathematics learning
activities. Results mainly showed the superiority of the problem-based gamification activity compared
to the other activities, in enhancing students’ gameful experience and gaming motivation. The lowest
results were obtained for face-to-face game-based learning with a non-problem-based activity [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ].
        </p>
        <p>
          Mohammed et al. [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ] analyzed the efect of badges and leaderboards on the development of cognitive
and achievement motivation of elementary school students. The results indicated increased cognitive
and achievement motivation among students in both experimental groups. However, there were no
significant diferences in the efects of badges and leaderboards on the cognitive and achievement
motivations of the participants in the two experimental groups [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ].
        </p>
        <p>Building on the previous research we mentioned that examined the impact of gamification on
cognitive and motivational aspects, our study specifically examined its influence on students’ sense
of accomplishment. We believe that while recent studies have explored various student experiences
with gamified educational systems, not many have focused specifically on how gamification influences
students’ sense of accomplishment. To the best of our knowledge, this study is the first to examine the
efects of gamification on students’ sense of accomplishment.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Study Design</title>
      <p>In this section, we present the study’s design (i.e., materials, method, participants, and data analysis).</p>
      <sec id="sec-3-1">
        <title>3.1. Materials and method</title>
        <p>
          For our research, we employed the gamified educational system Eagle-edu 1. We specifically chose this
system because of its adaptability, which empowers educators to create diverse educational activities.
The system incorporates 21 distinct gamification elements, which align with the Taxonomy of
Gamification Elements for Educational Environments (TGEEE) proposed by Toda et al. [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. These elements can
be selectively enabled or disabled by teachers, allowing them to personalize the gamification designs.
In our study, we utilized two system versions: one without any gamification elements (for the control
group) and another featuring 10 gamification elements aligned with Self-Determination Theory (for the
experimental group).
        </p>
        <p>
          In our investigation, we incorporated ten gamification elements aligned with the TGEEE [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]:
Acknowledgment: This element involves providing feedback that praises specific player actions. In
our system, it is represented by the display of student badges. Chance: Associated with randomness
and probability, this element influences the likelihood of certain actions or outcomes. In our system,
players encounter diferent types of choices ( e.g., selecting between chests) that reflect chance-based
mechanics. Competition: When multiple players vie for a common goal, competition arises. Our
system features leaderboards that rank up to ten students, fostering competitive dynamics. Economy:
Transactions within the game, including monetization of game values, fall under this element. In
our system, coins serve as currency for in-game purchases. Imposed choice: Players must make
decisions to advance in the game. We ofer random options to users, allowing them to increase their
rewards. Level: Hierarchical layers within a game provide gradual advantages as players progress.
Our system categorizes levels (e.g., Bronze, Silver, Gold, Ruby, and Diamond) to represent this element.
Objective: Quantifiable or spatial goals guide players. Our quest tree structure represents objectives in
the system. Point: Units measuring user performance, such as experience points (XP), contribute to
this element. Progression: Actions that help players track their progress are essential. Our system
includes a progress bar within the activity tree. Stats: Visible information related to a player’s game
results, encompassing all user progress data.
        </p>
        <p>In Figure 1, we clarify some of the gamification elements that were set up for the experimental group.
The mission tree, containing the group of educational questions participants had to solve, represents
the element (Objective). Competition was introduced through a leaderboard showcasing up to 10
students ranked up to ten students. The sequential stages ofered players incremental benefits as they
advanced are the element Level. In the specific case of this figure, the student is at the Bronze level
The text below their level indicates what they need to achieve to move up. The metrics used to evaluate
students’ performance (element Points) were represented in the system in terms of experience points
accumulated by the participant (represented at the top of the screen on the figure as 30 red hearts).
Finally, The element Acknowledgment was represented by student badges, which can be seen at the
bottom right of the screen.</p>
        <p>In Figure 2, a green progress bar is displayed at the top of the screen to show the evolution of a
participant in each mission. It is an abstraction for the element Progression. The element Imposed
choice is represented in Figure 3. The participants were asked to make a decision that would grant
them an active role in determining their progress in a mission. If they completed all the tasks correctly,
a bonus would be added. However, if they made even one error, a severe penalty would be imposed.
In our design, players encountered choices (e.g., selecting between chests) reflecting chance-based
mechanics. The element Chance is represented by chests, which can cause the student to be surprised
and win something at some point while using the system (see Figure 4). Economy is the capitalization
of gaming assets. In the system, coins could be exchanged for virtual goods (see Figure 5).</p>
        <p>The educational activities within the system consist of three distinct missions: i) general knowledge,
ii) logical reasoning, and iii) English language. Each mission comprises five tasks. Students could
choose where to start and which tasks to complete during the experiment. We deliberately structured
the educational activities to reduce potential bias from students’ preferences for particular subjects.
A teacher experienced in these subjects designed the activities. Participants in both versions of the
gamified system and non-gamified system were exposed to identical educational tasks. Figure 2 (logical
reasoning) and Figure 6 (English) present examples of two topics covered in the tasks.</p>
        <p>
          The central research question for this study was: Does gamification afect students’ sense of
accomplishment?. To identify the student’s sense of accomplishment, we used the Gameful Experience
Questionnaire (GAMEFULQUEST) [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ]. The GAMEFULQUEST is an instrument specifically designed to
measure users’ gameful experience while interacting with a service or system and present six diferent
sub-scales (i.e., accomplishment, challenge, competition, guided, immersion, playfulness, and social
experience) that can be applied together or separately [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ]. In this study, we analyzed the accomplishment
sub-scale, composed of eight items. We specially chose this instrument due to its applicability (i.e., the
instrument has been widely used by the community [
          <xref ref-type="bibr" rid="ref37 ref38 ref39">37, 38, 39</xref>
          ]) and at the same time, the psychometric
properties of the GAMEFULQUEST have been rigorously evaluated, ensuring the robust measurement
of gameful experiences [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ]. Following the original study’s recommendations, the instrument was
applied through a seven-point Likert scale [
          <xref ref-type="bibr" rid="ref40">40</xref>
          ]. To mitigate threats to validity related to the participants’
attention during the study, following the recommendation of Kung et al. [
          <xref ref-type="bibr" rid="ref41">41</xref>
          ], we added an “attention
check statement” requesting a specific response - “Please, mark the option ‘Agree’, to let us know that
you are paying attention”. Data were analyzed using the software SPSS 29.0.1.
        </p>
        <p>The study involved three key steps, i.e., i) random assignment, ii) system interaction, and iii) sense of
accomplishment assessment. In the first step , random assignment, participants were randomly allocated
to either the experimental group or the control group. Participants were randomized immediately
before the start of the experiment, as soon as they entered the laboratory. In the second step, the system
interaction, participants actively engaged with the system for a maximum of 30 minutes, completing
educational tasks and exploring its features. In the third step, sense of accomplishment assessment,
participants promptly responded to the GAMEFULQUEST immediately after their system interaction
to assess their sense of accomplishment during usage.</p>
        <p>Sense of
accomplishment
assessment</p>
        <p>Participants
responded to the
GAMEFULQUEST
after the system
usage.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Participants and data analysis</title>
        <p>
          Participants were recruited via Tampere University DMLab pool, utilizing ORSEE3 software for
coordination [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ]. From the initial participant pool, three individuals were excluded due to incorrect answers
in the “attention check statement”. The final sample consisted of 65 students representing 19 countries.
Among them, 34 identified as female, 28 as male, two as non-binary, and one participant chose not to
respond. The participants in the two conditions were comparable in terms of demographic variables
such as age and gender. The average age of the participating students was 25 years old, with a standard
deviation of 6.00 and a variance of 33.00. Each participant received 8.00 euros as compensation for their
involvement. All research procedures were conducted in strict adherence to the guidelines established
by the Finnish National Board on Research Integrity (TENK).
        </p>
        <p>
          To ensure the appropriate selection of statistical tests, we initiated by evaluating the distribution
of the collected data. Given that the data were ordinal, obtained through a scale, and with a sample
size of N = 65, we employed the Shapiro-Wilk test [
          <xref ref-type="bibr" rid="ref43">43</xref>
          ]. This test, developed by Shapiro and Wilk, is
specifically designed for small to moderate sample sizes [
          <xref ref-type="bibr" rid="ref44">44</xref>
          ]. It calculates a W statistic, which compares
the observed data to the expected data assuming a normal distribution. A smaller W value indicates a
significant deviation from normality [
          <xref ref-type="bibr" rid="ref43">43</xref>
          ].
        </p>
        <p>
          The results of our Shapiro-Wilk test yielded a W statistic of 0.938 and a p-value of 0.003. Consequently,
we rejected the null hypothesis of normality, indicating that the data did not follow a normal distribution.
Given this non-normal distribution, we opted for the non-parametric Mann-Whitney U test [
          <xref ref-type="bibr" rid="ref45">45</xref>
          ]. This
test is well-suited for our analysis because it remains robust even when normality assumptions are
violated and performs reliably with small sample sizes [
          <xref ref-type="bibr" rid="ref46">46</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Results</title>
      <p>
        To provide the initial characterization of our sample and facilitate subsequent group comparisons, we
computed descriptive statistics for the student’s sense of accomplishment in both the experimental
(gamified) and control (non-gamified) groups. These statistics included measures of central tendency
(specifically, the mean) and variability (represented by the variance (VAR) and standard deviation
(SD)). Following the recommendation by Högberg et al. [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], participants’ sense of accomplishment
was determined based on the average of the eighth items. A summary of the descriptive statistics is
presented in Table 1.
      </p>
      <p>
        Then, we performed a Mann-Whitney U test to investigate potential diferences in the sense of
accomplishment between gamified and non-gamified educational systems. The results (as shown in
Table 2) indicated that while students in the experimental (gamified) group demonstrated a numerically
higher sense of accomplishment score compared to those in the control (non-gamified) group, this
diference was not statistically significant (U = 436.000, Z = -1.209, p &lt; 0.227). Additionally, the associated
efect size was small (r = 0.15), suggesting a limited practical impact of gamification on students’ sense
of accomplishment in this specific context [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ].
      </p>
      <sec id="sec-4-1">
        <title>4.1. Discussion</title>
        <p>Our study investigated the efects of a gamification design composed of 10 diferent gamification elements
on students’ sense of accomplishment. Our findings indicate that gamification did not significantly afect
students’ sense of accomplishment, contrasting with the predominantly positive outcomes reported in
much of the gamification literature.</p>
        <p>
          Initially, one possible explanation for the lack of significant efects is the type and implementation of
gamification elements used in the study. While gamification can enhance engagement and motivation,
the specific elements and their integration into the educational system are crucial in determining their
efectiveness [
          <xref ref-type="bibr" rid="ref2 ref24">2, 24</xref>
          ]. Our study employed a specific gamified approach without isolating the impact of
individual elements. It is possible that the combination of elements used did not suficiently align with
the intrinsic motivators necessary to enhance students’ sense of accomplishment.
        </p>
        <p>
          Additionally, individual diferences among students may have influenced the results. Factors such
as students’ intrinsic motivation, prior experience with gamification or games, and personal learning
preferences could moderate their response to gamified elements [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. For instance, students with a
high level of intrinsic motivation might not require external gamified incentives to feel a sense of
accomplishment, while others might need more personalized gamification strategies to experience
significant efects.
        </p>
        <p>The educational context and subject matter also significantly afect the efectiveness of gamification.
Our study was conducted within a specific educational setting, which may not represent all learning
environments. Diferent disciplines and learning tasks might interact with gamification elements
in varied ways. For example, gamification might be more efective in subjects that naturally lend
themselves to competitive or game-like activities than in those that do not.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Threats to validity and limitations</title>
        <p>Our study presents validity threats and limitations that must be considered when interpreting the results.
Factors like prior experiences, mood, or external distractions could have influenced outcomes, especially
if they difered between the experimental and control groups. Participants’ mood, energy, or focus
during the 30-minute system usage may have impacted questionnaire responses, leading to diferences
in the reported sense of accomplishment unrelated to the gamification intervention. Additionally,
completing the questionnaire itself may have influenced participants’ answers.</p>
        <p>The findings have limited generalizability due to the small sample size (N = 65) and the specific context
of the educational system and gamification intervention studied. Results may not represent broader
student populations or other educational settings. Using a self-reported questionnaire to measure the
sense of accomplishment introduces limitations, as these measures are subject to biases and may not
fully capture the complexity of students’ experiences.</p>
        <p>This study employed a gamified educational system incorporating 10 gamification elements designed
based on the Self-Determination Theory. However, these elements may not fully encapsulate the
complexity of gamification design or efectively generate a sense of accomplishment. Additionally, the
ifndings cannot be generalized to other gamification designs. To achieve generalizable results, isolating
specific game elements to examine their individual efects would be necessary.</p>
        <p>The 30-minute usage duration may have been insuficient to capture the full efects of gamification
on students’ sense of accomplishment. Longer or repeated exposures might yield diferent results.
Moreover, the study did not control for confounding variables such as prior experience with gamified
systems, individual motivational diferences, or external distractions, which may limit internal validity
and the interpretation of the findings.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Implications for researchers and practitioners</title>
        <p>The findings of our study, which indicate no significant efects of gamification on students’ sense of
accomplishment, ofer implications for educators, instructional designers, and educational technology
developers. These implications can guide the efective implementation of gamification in educational
settings and address the mixed results observed in previous studies.</p>
        <p>Initially, given that our study found no significant increase in students’ sense of accomplishment,
educators might consider combining gamification with other pedagogical strategies known to enhance
intrinsic motivation and student engagement. This could include providing more personalized feedback,
fostering collaborative learning environments, and ensuring that the educational content itself remains
challenging and engaging.</p>
        <p>The lack of significant efects in our study suggests that not all gamification elements are equally
efective in promoting a sense of accomplishment. Designers should prioritize elements that align with
students’ intrinsic motivations and ensure that these elements complement the overall learning goals.</p>
        <p>Our findings highlight the need for a deeper understanding of how diferent students interact with
gamified elements. Developers can engage in iterative design processes that involve students and
educators in the testing and refinement of gamification features. This can help create more adaptive
and responsive educational technologies that cater to diverse learning styles and preferences.</p>
        <p>The mixed results observed in the literature, along with our findings, suggest that a one-size-fits-all
approach to gamification may not be efective. Policymakers should support research and professional
development initiatives that help educators understand how to implement gamification and integrate it
with other instructional strategies efectively.</p>
        <p>Isolating and examining the efects of individual elements, such as the progress bar, economy, and
imposed choice, could provide more granular insights into which aspects of gamification are most
efective in fostering a sense of accomplishment. Future studies can consider exploring diferent
gamification elements individually rather than as a collective whole.</p>
        <p>Our study was cross-sectional, measuring immediate outcomes after exposure to the gamified system.
Longitudinal research could help determine whether the efects of gamification on a sense of
accomplishment evolve over time and whether sustained engagement with gamified systems leads to more
significant outcomes.</p>
        <p>Variables such as students’ intrinsic motivation, prior experience with games, learning preferences,
and personality traits might moderate the efects of gamification. Understanding these individual
diferences can help in designing more personalized and efective gamified learning experiences that
cater to diverse student populations.</p>
        <p>Our study was conducted with a relatively small sample size (N = 65) and within a specific educational
context. Larger-scale studies across diferent educational levels, disciplines, and cultural contexts could
enhance the generalizability of the findings and provide a more comprehensive understanding of how
gamification afects students’ sense of accomplishment.</p>
        <p>Qualitative research methods could uncover nuanced perspectives on how and why gamification
elements impact students’ sense of accomplishment, thereby informing the design of more efective
gamified educational systems.</p>
        <p>Lastly, combining gamification with approaches such as project-based learning, collaborative learning,
and adaptive learning technologies might create synergistic efects that enhance students’ sense of
accomplishment and overall learning experience. Investigating these integrative approaches can lead
to the development of more holistic educational practices that leverage the strengths of multiple
pedagogical innovations.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Concluding Remarks</title>
      <p>In this study, we investigated the efects of gamification on students’ sense of accomplishment. The
results indicated that gamification did not significantly influence students’ sense of accomplishment.
These findings have practical implications for the community and provide recommendations for future
studies. In subsequent research, we aim to analyze the efects of gamification on other dimensions of
the gameful experience.</p>
    </sec>
    <sec id="sec-6">
      <title>Notes</title>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>The first author is a partner at the company that granted the rights to use the system Eagle-edu free of
charge for research purposes in this project. The authors utilized generative artificial intelligence ( i.e.,
Microsoft Copilot) to improve the grammatical quality of the text.</p>
      <p>This work has been supported by the Academy of Finland Flagship Programme [Grant No. 337653
- Forest-Human-Machine Interplay (UNITE)]. The authors would like to thank the company Eagle
Soluções Educacionais e Tecnlógicas Adaptativas Ltda./EAGLEEDU, for providing the system Eagle-edu
free of charge for research purposes through the internal research collaboration project 2022/6202-3.1.
The study dataset can accessed from this link: https://osf.io/ykfqx/</p>
    </sec>
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