JPPR20 HHM
JPPR20 HHM
JPPR20 HHM
To cite this article: Maxwell Hartt , Hadi Hosseini & Mehrnaz Mostafapour (2020): Game On:
Exploring the Effectiveness of Game-based Learning, Planning Practice & Research, DOI:
10.1080/02697459.2020.1778859
ABSTRACT KEYWORDS
Game-based learning has emerged as an innovative learning tech Gamification; game-based
nique that can increase student motivation, emotional involvement learning; active learning
and enjoyment. Our study examines the effectiveness of game-
based learning in planning education. Specifically, we explore the
impact of gamification on planning students’ perception of learn
ing, engagement and teamwork. Two lectures in an undergraduate
planning course were delivered using two different methods of
teaching (one traditional lecture-style, one game-based).
Feedback was gathered through an online questionnaire and semi-
structured interviews. Results show that students favored and were
more engaged in the game-based lecture. Finally, we contend that
gamification is particularly well suited for planning education.
Introduction
Active learning methodologies have been widely celebrated in recent years as pedagogical
processes that engage students in activities to excite cognitive abilities and promote deep
learning. Meyers and Jones (1993) describe active learning approaches as those that
provide students the opportunity to discuss, interact and reflect on the content, ideas and
issues of a subject. Experimental studies have shown the effectiveness of active learning
methods over their traditional counterparts (Freeman et al., 2014). Kotval (2003) high
lights how active learning within urban planning curriculums can foster deep learning,
teamwork, and greater student responsibility and accountability. Nevertheless, student
engagement often remains a challenge. Deploying active learning techniques does not
necessarily guarantee intrinsic or extrinsic motivation for learning among students. To
address the challenge of furthering student engagement, researchers have been looking
for innovative ways to motivate students to engage in active learning. New methods to
increase intrinsic motivation for learning have emerged from research exploring the
coalescence of games and pedagogy (Hollander & Thomas, 2009). One such method,
known as game-based learning, is often defined as ‘the use of game design elements in
a non-game setting’ (Deterding et al., 2011, p. 10). A game-based learning approach
refers to the use of gamefulness, gameful interaction and gameful design to motivate
students to engage in class activities. The benefits and applications of games are incred
ibly diverse (Bogost, 2011). In the classroom, one important advantage is the ability of
games and game-based activities to entice internal learning motivation by introducing
various ‘joyful’ elements. Furthermore, game design patterns and ‘game feel’ can be used
to motivate continued behavior and engagement (Lewis et al., 2012; Swink, 2008). Gee’s
(2003) work on integrating games into the classroom has demonstrated that game-based
learning increases intrinsic learning motivation, emotional involvement and enjoyment –
all of which are critical to learning.
The current literature on game-based learning does not provide a concrete methodol
ogy for deploying game-based techniques (Zichermann & Cunningham, 2011; Deterding
et al., 2011). Most game-based learning techniques rely on technologies such as compu
ters, handheld devices, and online applications. This holds true for the use of games in
planning education. Hollander and Thomas (2009) note that computer games have been
integrated into planning since the Model Cities movement of the 1960 s. These include
Francis Hendricks’s POGE (Planning Operational Gaming Experiment), Richard Duke’s
METROPOLIS, and Alan Feldt’s CLUG (Cornell Land Use Game). When discussing
virtual gameplay and urban planning, SimCity is an obvious example and has been used
to teach planning and urban design for decades (Lobo, 2007). However, the pedagogical
benefits of games are not limited to simulating real-world scenarios. According to Gaber
(2007), it is the failure to approximate reality that limits SimCity’s effectiveness as
a teaching tool. Gameplay is a ubiquitous element of human social behavior. As such,
it can be used to motivate students by providing a joyful experience while inducing
competency and emotional and cognitive involvement.
In our study, we focus on the use of games and gameplay in their most fundamental way
without the use of technology and computer-based equipment. Games and game dynamics
do not only incentivize learners to engage in the classroom (Lee & Hammer, 2011; Richter
et al., 2015), but also activate positive psychological arousal and increase the learner’s focus
and memory. Learners are capable of associating game elements such as objects, tasks, and
events to a subject matter. Likewise, fun group activities that induce a level of competency
indirectly force the analytical cognition to capture the main ideas. Positive emotions and
pleasant experiences cause cognitive activation and psychological arousal. Positive affec
tions are caused by enjoyment, excitement, hope, and group synergy. Such emotions
increase learners’ attention and motivation and help students acquire competencies
(D’Mello & Graesser, 2012; Linnenbrink, 2007; Pekrun et al., 2002).
Our overarching interdisciplinary case study comparatively assessed undergraduate
student perceptions of the effectiveness of game-based teaching techniques in the School
of Planning and the School of Computer Science. The primary objectives of the study
were to pursue new instructional development opportunities within higher education
and to examine the importance of interactivity, communication, and social belonging
through the deployment of game-based teaching techniques. In this paper, we focus
primarily on the role of game-based learning in planning pedagogy. Our exploratory case
study examines the effectiveness of game-based learning techniques in improving stu
dents’ perception of learning, engagement and teamwork.
In the first section of this paper we explore the concept of student engagement through
key motivational theories, how to implement game-based learning, and the potential
integration of game-based learning in urban planning pedagogy. After which we detail
PLANNING PRACTICE & RESEARCH 3
the methods, findings and conclusions of our study and briefly discuss some of the
observations and directions for future work.
to motivate various learning behaviors in students (Sung & Hwang, 2013; Yien & Lin,
2011; Watson et al., 2013). In addition to traditional games, employing digital artifacts in
educational systems (e.g. Desire to Learn, Kahoot, and Socrative) provide an opportunity
to embed games in educational systems.
Third, the gaming environment should be fun and engaging (Hosseini & Hartt, 2016).
Tu et al. (2014) stress that social collaboration, meaningful rewards and a variety of game
mechanics are essential in building a gameful environment. Social collaboration fulfills
the intrinsic need to interact with others, meaningful rewards provide autonomy, and
including a variety of game mechanics helps accommodate different learning styles. The
physical space is also part of the learning environment, and as such, should be optimized
to cultivate a comfortable, engaging and open atmosphere.
Lastly, game design should be a progressive exercise (Tu et al., 2014). Game-based
learning is a cyclical, iterative process that includes motivation, action and feedback.
Game design should be developed and redesigned as the audience, goals, and available
resources change. Giannetto et al. (2013) highlight several key game design components,
such as tracking mechanisms (tool to measure students’ progress), currency (unit of
measurement), level (amount of currency needed to accomplish an objective), rules
(boundaries for what students can or cannot do) and feedback (mechanism the instructor
and/or students can use to learn about progress being made). Moreover, game compo
nents and mechanics should be compatible with the audience preferences and the main
goals of the game.
As with any teaching strategy, it is crucial that the instructional technique is appropriate
for the type of knowledge and the intended learning objectives. In his book The
Gamification of Learning and Instruction, Kapp (2012) illustrates the connection between
levels of learning (knowledge), possible instructional strategies to achieve those learning
objectives, and various game types that could be used to support the learning outcomes. For
example, to gain problem-solving knowledge, Kapp (2012) states that a learner must
confront novel situations and apply previous knowledge to solve the problem. This can
be taught using multiple examples of different types of similar problems. Games that
emphasize multiple scenarios and different settings (such as resource allocation and
quest games) are recommended. Designing the game elements and instructional strategy
to match the level of learning and meet the intended learning objectives will optimize its
effectiveness.
Game-based learning activities can be categorized into two overarching classes:
immersive design where an entire lecture or course is designed with a thematic view
of a game, and modular design where each game-based module can be thought of as
an independent activity. An immersive educational game design is a holistic
approach that treats the whole classroom (or an entire lecture) with a gamified
theme. In these settings, learners often choose an avatar to represent their characters
and every one of their actions progresses them toward achieving points or climbing
up a leaderboard. Immersive games can help create a safe and adventurous environ
ment for learning by distancing the learners from the typical learning anxieties.
However, immersive designs could potentially divert the focus of the learning
activities to extrinsic motivations, which in turn may harm the initial purpose of
game-based learning.
In contrast, in a modular game design, each activity is treated independent of other
activities. Activities could vary from simple to more complex tasks; nevertheless, each
activity is self-contained and learners do not need to progress toward certain achieve
ments. Modular activities are, in general, easier to implement as educators do not require
to create a clear-cut connection with other activities or the acquired points. In addition,
6 M. HARTT ET AL.
Methods
The objective of this study was to explore the effectiveness of game-based techniques in
improving students’ perception of learning, engagement and teamwork. In order to do
so, two lectures in an undergraduate course, Introduction to Planning Analysis, were
delivered using two different methods of teaching (one traditional lecture-style, one
game-based). Student feedback was gathered through an online questionnaire and semi-
structured interviews.
PLANNING PRACTICE & RESEARCH 7
Findings
For this exploratory study, 19 of 60 planning students fully completed the online
questionnaire for a response rate of approximately 30%. In addition to the questionnaire,
PLANNING PRACTICE & RESEARCH 9
semi-structured interviews were also conducted with four volunteer students. In this
section, results and analysis from the online questionnaire are presented followed by the
qualitative analysis of the semi-structured interviews.
The questionnaire was organized into four sections: About You, About the Lecture,
Working Together, and Opportunities. We asked the students to state the degree to
which they agree or disagree with the statements using a 9-point Likert scale ranging
from ‘Do not agree’ to ‘Completely agree’. The first section, About You, asked a set of
questions regarding the general characteristics of the students, such as ‘On the whole,
I am systematic and organized in my studying.’ These questions were asked to gauge the
study habits, self-confidence and overall perspective of the students’ own abilities. The
subsequent sections were each designed to measure various aspects of the teaching and
learning experience. This included questions regarding the students’ perceptions of the
clarity, organization and effectiveness of the lecture, effectiveness of peer-instruction and
interaction, and the opportunity to engage critically with the material.
The questionnaire responses showed that students saw clear relevance of the taught
material, found the content well organized and to the point in both lectures. This
counters the myth that game-based activities often cause chaos and misunderstanding
in the learning process. In fact, students on average favored and were more engaged in
the gamified lecture. They reported that their enjoyment, peer interaction and ability to
share ideas were more pronounced in the gamified lecture. Figure 2 summarizes ques
tionnaire results and compares the traditional and gamified lectures across several of the
questionnaire categories.
In addition to the descriptive analysis, we also conducted a statistical analysis of the
questionnaire results. We defined an average score for each section based on the average
of responses of students to all the questions in each section. Two paired-samples t-test
were conducted to compare the students’ perceptions of the lectures and working
together in the gamified and the traditional lectures. Regarding the students’ perceptions
of the lectures, there was not a significant different in the general scores of the traditional
(mean = 7.75, SD = 0.72) and gamified (mean = 7.97, SD = 1.14) lectures. Similarly, there
was not a significant difference between the students’ perceptions of working together in
the traditional (mean = 7.73, SD = 1.05) and gamified (mean = 7.96, SD = 0.59) lectures.
Discuss important Think about how to Work on skills or Work with other Communicate
ideas solve problems technical procedures students knowledge and ideas
The relatively high scores across all questions in both lectures barred any statistical
significance. Therefore in order to augment our analysis, we turn to the semi-
structured interviews to further explore students’ opinions and perspectives.
After transcribing the interviews, the transcripts were coded using qualitative data
analysis software. Three main themes emerged: (1) students’ understanding of the
material, (2) students’ enjoyment during the lecture, and (3) learning style of the
students.
traditional lecture], I took notes, I asked questions. I didn’t talk to my peers, because
when you are in a lecture, you are usually listening. [In the gamified lecture], I got to help
out. I found myself really wanting to talk to my peers about the material and I was
excited.’
However, two students who had highlighted the positive aspects of game-based
learning also noted their own personal preference for traditional lectures:
‘[Traditional] presentation is more effective for me because it allows me to sit down
and focus on the content itself. I don’t have to worry about other factors such as following
rules of the game or participating with other classmates.’
‘The [traditional] method is an effective method for me. Not every lecture can be
a game based one. Sometimes I would like the information to be told to me so that I can
process it that way individually instead of having different people saying different
opinions. It can get very confusing for me.’
Their positive view of game-based learning, but discomfort in the classroom demon
strates the importance of game design. It also shows that novel pedagogical approaches at
first may seem unfamiliar, which could result in student push back, if not done right.
Moreover, students may have preferred different games that better suited their person
ality and learning style. This finding supports the notion that there are significant
differences in how extroverts and introverts interact with game-based teaching techni
ques and achieve playfulness (Butler, 2014; Codish & Ravid, 2012).
Interdisciplinary Comparison
As noted in the introduction, this study was a collaborative interdisciplinary project
conducted in concert between the School of Planning and the School of Computer
Science. Similar to the approach detailed above, two lectures were given in an under
graduate computer science (CS) course – one traditional and one gamified (see Hosseini
et al. (2019) for detailed CS analysis).
The lectures covered the topics of data structures and algorithm design. A game using
playing cards was developed to teach sorting algorithms. The same online questionnaire
was used for both the planning and CS students. 48 of 80 CS students responded to the
survey and one student volunteered for follow-up interviews.
Similar to the planning students, the questionnaire results from the CS students
(Figure 3) show relatively high scores across all questions in both lectures. In harmony
with the planning student responses, the CS students also felt that the gamified lecture
was more effective for thinking about how to solve problems and less effective when
working on skills or technical procedures specific to the subject. Unlike the statistical
analysis of the planning questionnaire responses, the CS analysis yielded one significant
result. We found that there was a significant difference (p = 0.003) in the general scores
for the students’ perceptions of working with other students in the gamified lecture
(mean = 7.16, SD = 1.40) and the traditional lecture (mean = 6.83, SD = 1.46). Students
felt that they could work better together in the gamified lecture.
However, unlike the planning students, the CS students did not show a general pre
ference for the gamified lecture. In the CS student questionnaire results, the traditional
lecture was found to be marginally more effective for discussing important ideas and
communicating knowledge and ideas. The CS students felt that they received less guidance
12 M. HARTT ET AL.
89% 92%
87%
75% 75% 78%
74% 71%
66% 67%
Discuss important Think about how to Work on skills or Work with other Communicate
ideas solve problems technical procedures students knowledge and ideas
from the instructor throughout the gamified tasks. We hypothesize that the differences
between the CS and planning student responses could be due to the nature of the courses,
or more likely the differences in disciplinary cultures. Planning, as a professional disci
pline, requires significant interaction, negotiation and collaboration with other individuals
and parties. Furthermore, planning students are accustomed to group work and active
learning through group projects, role-play, studio work and experiential learning.
These comparative results provide additional support for the notion that game-based
learning is relatively well suited for planning education. The planning students’ consis
tent preference for traditional lectures when learning skills or technical procedures
suggest that game-based learning should not be haphazardly applied across the board.
The instructional strategy must match the type of knowledge to be learned (Kapp, 2012).
And, as Tu et al. (2014) emphasized, the teaching approach must stem first and foremost
from the learning goal. Goal setting creates the framework from which environment
design, rules, dynamics, rewards and all other components follow – if, and only if, game-
based learning is an appropriate approach.
Conclusion
The objective of this study was to explore the effectiveness of game-based techniques in
improving students’ perception of learning, engagement and teamwork. Driving this
objective was the question of whether the integration of game-based learning into
planning pedagogy could help students acquire the skills necessary for the flexible,
participatory and creative planning workforce. Planners emerging from their post-
secondary education are now expected to have leadership, visioning and enterprising
skills in addition to the more traditional planning skillset (Frank, 2007). Role playing
techniques have been shown to bring realism and experience into the classroom and help
students critically evaluate complex problems requiring moral and judgmental compe
tencies (Frank, 2006). Games can do the same and more. In addition to these benefits,
game-based learning has also been shown to entice intrinsic motivation, enjoyment and
emotional involvement (Gee, 2003).
The results from our exploratory study demonstrate the potential of game-based
learning in higher education. Students on average favored and were more engaged in
PLANNING PRACTICE & RESEARCH 13
the gamified lecture. Enjoyment, peer interaction and the ability to share ideas were
reported as more effective in the gamified lecture. The use of games and gameplay in their
most fundamental way without the use of technology inherently involves social interac
tion, leadership, creativity and strategy. All of which are essential components of plan
ning practice. Our findings together with research that has demonstrated the potential for
game-based learning to motivate learners (Lee & Hammer, 2011; Richter et al., 2015)
indicates that game-based learning can help planning students build the skills necessary
to succeed in planning practice.
Our findings highlight the potential for game-based learning in planning education
and provide a foundation for further investigations into student perceptions of game-
based learning, and the development non-technical gameful teaching activities. Future
research could build upon our exploratory study by expanding the size and scope to allow
for more rigorous quantitative analysis. Including both formative and summative assess
ment could provide additional quantitative evidence and help triangulate findings.
Comparisons across multiple lectures could provide evidence of how applicable game-
based learning was to a particular subject. And comparing gamified lectures in multiple
courses at multiple levels (first, second year, etc.) could shed light on the benefits of
game-based learning in different settings.
Future investigations could also build directly on this study by exploring hybrid
structures of modular games, their effectiveness and student perception. Additional future
work could shed light on what types of games are most suitable for various courses,
learning styles, topics, and much more. Game-based learning is an emerging area of
research with considerable potential. According to de Freitas (2007), the lack of empirical
data supporting game-based learning is one of the main obstructions to the uptake of
games in post-secondary pedagogy. Furthermore, it has impeded the understanding of
how to incorporate games and how to use them most effectively. Moving forward we are
especially interested in encouraging students to not only participate in gameplay, but to
design games themselves. As we have noted in this paper, gameplay can help build many
of the soft skills necessary to be a planner. In the same vein, game design reflects many of
the complex and ‘wicked’ problems inherent to planning. The act of game design
encourages students to think holistically about the intricate nature and development of
place. Non-technical games in particular offer a rich opportunity to prototype new
pedagogical approaches to planning education. As Fullerton (2014, XXVI) explains,
eschewing the incorporation of digital components allows students to ‘learn what works
and what does not work in their game system.’ Fullerton’s statement echoes the funda
mental intention of planning education, for students to learn what works and what does
not work in the complex development and management of cities, towns and regions. The
integration of game-based learning into planning curriculums presents a unique oppor
tunity for the mutually beneficial advancement of both planning pedagogy and game-
based learning techniques. And as we have learned from both the literature and our study,
such an advancement will occur most effectively and tenaciously if it is fun.
Disclosure Statement
No potential conflict of interest was reported by the author(s).
14 M. HARTT ET AL.
Funding
This work was supported by the University of Waterloo’s Centre for Teaching Excellence Seed
Grant.
ORCID
Maxwell Hartt http://orcid.org/0000-0003-1748-7890
References
Afshar, F. (2001) Preparing planners for a globalizing world: the planning school at the University
of Guelph, Journal of Planning Education and Research, 20, pp. 339–352. doi:10.1177/
0739456X0102000306.
Bartle, R. (1996) Hearts, clubs, diamonds, spades: players who suit MUDs, Journal of MUD
Research, 1(1), pp. 1–19.
Bogost, I. (2011) How to Do Things with Videogames, (Minneapolis: University of Minnesota
Press).
Bridgeland, J. M., Dilulio, J. J., & Morison, K. B. 2006. “The silent epidemic: perspectives of high
school dropouts.” https://docs.gatesfoundation.org/documents/thesilentepidemic3-06final.pdf
Butler, C. (19 2014) A framework for evaluating the effectiveness of gamification techniques by
personality type, in: F. H. Nah (Ed) HCI in Business, pp. 381–389 (Cham, Switzerland:
Springer).
Codish, D., & Ravid, G. (19 2012) Personality based gamification – educational gamification for
extroverts and introverts, in: Y. E. et-Alkalai, A. Caspi, N. Geri, Y. Kalman, V. Silber-Varod, &
Y. Yair (Eds) Proceedings of the 9th Chais Conference for the Study of Innovation and Learning
Technologies: Learning the Technological Era, pp. 36–44 (Raanana: The Open University of
Israel).
D’Mello, S., & Graesser, A. (2012) Dynamics of affective states during complex learning, Learning
and Instruction, 22, pp. 145–147. doi:10.1016/j.learninstruc.2011.10.001.
de Freitas, S. (2007) Learning in Immersive Worlds: A Review of Game-Based Learning, (Bristol,
UK: Coventry University).
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) From game design elements to gameful
ness: defining ‘gamification’, in: Proceedings of the 15th International Academic MindTrek
Conference: Envisioning Future Media Environments, pp. 9–15 (New York, NY: ACM Press).
Economic and Social Research Council. (2002) Experiences of Teaching & Learning Questionnaire.
Eisenhardt, K. M. (19 1989) Building theories from case study research, in: A. Bryman & C. Burgess
(Eds) Qualitative Research: Volume 1, pp. 135–159 (London: SAGE Publications Ltd).
Frank, A. I. (2006) Three decades of thought on planning education, Journal of Planning
Literature, 21, pp. 15–67. doi:10.1177/0885412206288904.
Frank, A. I. (2007) Entrepreneurship and enterprise skills: a missing element of planning
education? Planning Practice and Research, 22(4), pp. 635–648. doi:10.1080/
02697450701770142.
Freeman, S., Eddy, S. L., Mcdonough, M., Smith, M. K., Okoroafor, N., Jordt, H., &
Wenderoth, M. P. (2014) Active learning increases student performance in science, engineering,
and mathematics, Proceedings of the National Academy of Sciences, 111, pp. 8410–8415.
doi:10.1073/pnas.1319030111.
Fullerton, T. (2014) Game Design Workshop: A Playcentric Approach to Creating Innovative
Games, 3rd ed. (Amsterdam: CRC Press).
Gaber, J. (2007) Simulating planning SimCity as a pedagogical tool, Journal of Planning Education
and Research, 27, pp. 113–121. doi:10.1177/0739456X07305791.
PLANNING PRACTICE & RESEARCH 15
Gee, J. P. (2003) What Video Games Have to Teach Us about Learning and Literacy, (New York:
Palgrave Macmillan).
Giannetto, D., Chao, J., & Fontana, A. 2013 Gamification in a Social Learning Environment, in: E.
Cohen & E. Boyd (Eds) Proceedings of the Informing Science and Information Technology
Education Conference, Vol. 10, (Porto, Portugal: INFORM).
Hartt, M. (2015) Preparing planners for economic decline and population loss: an assessment of
North American planning curricula, Planning Forum, 16(Spring 2015), pp. 33–45.
Hartt, M., & Hosseini, H. (19 2019) From the players point of view, in: A. James & C. Nerantzi
(Eds) The Power of Play in Higher Education: Creativity in Tertiary Learning, pp. 263–272
(Cham, Switzerland: Palgrave Macmillan).
Hollander, J. B., & Thomas, D. (2009) Virtual planning: second life and the online studio, Journal
of Planning Education and Research, 29, pp. 108–113. doi:10.1177/0739456X0933414.
Hosseini, H., & Hartt, M. (2016) Game-based learning in the university classroom, Teaching
Innovation Projects, 6(1), pp. 1–16.
Hosseini, H., Hartt, M., & Mostafapour, M. (2019) Learning is child’s play: game-based learning in
computer science education, ACM Transactions on Computing Education, 19(3), 22:1–18.
doi:10.1145/3282844.
Juul, J. (19 2009). Fear of failing? The many meanings of difficulty in video games, in: M. J. P. Wolf
& B. Perron (Eds) The Video Game Theory Reader 2, pp. 237–252 (New York: Routledge).
doi:10.1017/CBO9781107415324.004.
Kapp, K. M. (2012) The Gamification of Learning and Instruction: Game-Based Methods and
Strategies for Training and Education, (San Francisco, CA: Pfeiffer).
Kotval, Z. (2003) Teaching experiential learning in the urban planning curriculum, Journal of
Geography in Higher Education, 27(3), pp. 297–308. doi:10.1080/0309826032000145061.
Lee, J. J., & Hammer, J. (2011) Gamification in education: what, how and why bother?, Academic
Exchange Quarterly, 15(2), pp. 146–151.
Lewis, C., Wardrip-Fruin, N., & Whitehead, J. (2012) Motivational game design patterns of ’ville
games, in: Proceedings of the International Conference on the Foundations of Digital Games -
FDG ’12, pp. 172–179 (Raleigh, NC: ACM Press). doi:10.1145/2282338.2282373..
Linnenbrink, E. A. (19 2007) The role of affect in student learning: a multi-dimensional approach
to considering the interaction of affect, motivation, and engagement, in: P. A. Schutz &
R. Pekrun (Eds) Emotion in Education, pp. 107–124 (Burlington, MA: Elsevier).
Lobo, D. G. (19 2007) Playing with urban life: how simcity influences planning culture, in:
F. V. Borries, S. P. Walz, & M. Böttger (Eds) Space Time Play: Computer Games, Architecture,
and Urbanism: The Next Level, pp. 206–213 (Boston, MA: Birkhauser Verlag AG).
Malone, T. W. (1981) Toward a theory of intrinsically motivating instruction, Cognitive Science, 5
(4), 333–369. doi:10.1207/s15516709cog0504_2.
Meyers, C., & Jones, T. B. (1993) Promoting Active Learning: Strategies for the College Classroom,
(San Francisco, CA: Jossey-Bass).
Myers, D., & Banerjee, T. (2005) Toward greater heights for planning: reconciling the differences
between profession, practice, and academic field, Journal of the American Planning Association,
71(January 2015), pp. 121–129. doi:10.1080/01944360508976687.
Pekrun, R., Goetz, T., Titz, W., Perry, R. P., Pekrun, R., Goetz, T., Titz, W., & Perry, R. P. (2002)
Academic emotions in students’ self-regulated learning and achievement: a program of quali
tative and quantitative research, Educational Psychologist, 37(2), pp. 91–105. doi:10.1207/
S15326985EP370.
Richter, G., Raban, D. R., & Rafaeli, S. (19 2015) Studying gamification: the effect of rewards and
incentives on motivation, in: T. Reiners & L. C. Wood (Eds) Gamification in Education and
Business, pp. 21–46 (Cham, Switzerland: Springer).
Ryan, R. M., & Deci, E. L. (2000a) Intrinsic and extrinsic motivations: classic definitions and new
directions, Contemporary Educational Psychology, 25(1), pp. 54–67. doi:10.1006/ceps.1999.1020.
Ryan, R. M., & Deci, E. L. (2000b) Self-determination theory and the facilitation of intrinsic
motivation, social development, and well-being, American Psychologist, 55(1), 68–78.
doi:10.1037/0003-066X.55.1.68.
16 M. HARTT ET AL.
Sung, H.-Y., & Hwang, G.-J. (2013) A collaborative game-based learning approach to improving
students’ learning performance in science courses, Computers & Education, 63, pp. 43–51.
doi:10.1016/j.compedu.2012.11.019.
Swink, S. (2008) Game Feel: A Game Designer’s Guide to Virtual Sensation, (Burlington, MA:
Morgan Kaufmann Publishers).
Tu, C.-H., Sujo-Montes, L. E., & Yen, C.-J. (19 2014) Gamification for learning, in: R. Papa (Ed)
Media Rich Instruction, pp. 203–217 (Cham, Switzerland: Springer).
Turok, I., & Taylor, P. (2006) A skills framework for regeneration and planning, Planning Practice
& Research, 21(4), pp. 497–509. doi:10.1080/02697450601173462.
Vallerand, R. J. (1997) Toward a hierarchical model of intrinsic and extrinsic motivation, Advances
in Experimental Social Psychology, 29, pp. 271–360.
Watson, D., Hancock, M., & Mandryk, R. L. (2013) Gamifying behaviour that leads to learning, in:
L. E. Nacke, K. Harrigan & N. Randall (Eds) Proceedings of the First International Conference on
Gameful Design, Research and Applications, pp. 87–90 (Toronto, Canada: ACM Press).
Yien, J.-M., & Lin, Y.-C. (2011) A game-based approach to improving students’ learning achievements
in a nutrition course, The Turkish Online Journal of Educational Technology, 10(2), pp. 1–10.
Zichermann, G., & Cunningham, C. (2011) Gamification by Design, (Boston, MA: O’Reilly Media).