Differences in Student Motivation and Orientation between Quest-Based and Traditional College-Level Courses
Abstract: Student motivation and motivational orientations should be considered when designing gamified learning environments because they depend so heavily on external rewards and autonomous learning. Quest-based learning (QBL), a form of gamified learning built around quest-type activities, self-pacing, and an external reward system, was offered to students in educational technology. This research compared student motivation in different sections of the course with one offered in a QBL and the other in a traditional format, and looked at the relationship between motivation and orientation. Overall, students in the QBL were no more motivated than those in the traditional course. Extrinsically orientated students were very much less motivated in the QBL than in the traditional course indicating that orientation is a significant factor in learning and as a result, traditional learning environments with more external controls may be more suitable for these students.