American Educational Research Association International Conference Kuba et al.
(2021)
Students’ Perceived Competence and Extrinsic and Intrinsic Motivation
in a Physics Educational Game
Renata Kuba, Valerie Shute, and Seyedahmad Rahimi,
To achieve inclusion of diverse professionals in STEM fields, educators must try to get
more children, particularly underrepresented minorities, excited about STEM areas such as
physics (Shute et al., 2020a). As researchers, we understand our educational responsibility in
supporting active learning for a wide range of learners. In this study, we explored the effects of
learning supports on students’ perceived competence (i.e., the self-perception of an individual
that they can succeed) and investigated the relationship of game features (e.g., reward
mechanism) with extrinsic and intrinsic motivation in an educational game.
Theoretical Framework
The self-determination theory (SDT) is a broad framework for understanding factors that
increase motivation, leading to enhanced learning and achievement (Sheldon & Filak, 2008).
SDT distinguishes two types of motivation: intrinsic motivation, defined as behaviors performed
for the person’s inherent satisfaction, and extrinsic motivation, defined as behaviors driven by
reasons other than inherent satisfaction (Ryan & Deci, 2000). For example, students can be
highly motivated to do a task because doing it is fun (i.e., intrinsically motivated) or because
they want to gain the approval of their teacher (i.e., extrinsically motivated). In general,
researchers agree that intrinsic motivation is an important phenomenon that leads to high-quality
learning (Ryan & Deci, 2020). However, this phenomenon exists in the nexus between each
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individual and task, meaning that each person can be intrinsically motivated for some tasks but
not others (Ryan & Deci, 2000). SDT specifies three human needs linked to intrinsic motivation:
(1) autonomy that refers to the sense of initiative and ownership in an individual’s actions, (2)
competence that relates to the feeling of confidence and sense that the individual can succeed,
and (3) relatedness that refers to a sense of belonging, such as a social connection (Ryan & Deci,
2000).
Autonomy and Competence in Educational Games
Przybylski et al. (2010) argue that video games can foster intrinsic motivation by
simultaneously promoting autonomy, competence and relatedness. For example, players can (1)
achieve high levels of autonomy through various in-game choices available during gameplay, (2)
obtain high levels of competence in various skills needed to solve game levels by completing
paced challenges and continually experiencing enhanced competence as they advance in the
game, and (3) gain high levels of relatedness by developing social bonds through cooperation or
competition in person or with one to tens of thousands of remote peers.
Hence, researchers and game designers can apply various design features to promote
intrinsic motivation that can lead to enhanced performance (Sheldon & Filak, 2008). For
example, learning supports can help students focus on important information and engage in
learning more efficiently, leading to increased competence (Piriyasurawong, 2019; Wouters &
van Oostendorp, 2013). However, researchers found that students tend to ignore such supports
and a reward mechanism is needed to encourage students to access the learning supports (Sun et
al., 2018). Based on the SDT, rewards represent external regulation –a subtype of extrinsic
motivation—and concerns behaviors performed to achieve a separable outcome (Ryan & Deci,
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2000). Ryan and Deci (2020) point out that external regulation can decrease students’ sense of
autonomy since rewards can be perceived as controllers of behaviors. Alternatively, identified
regulation, another subtype of extrinsic motivations, provides more autonomy since students can
identify the value of a task and chose to perform the task because they believe it would be
beneficial (Figure 1). Identified regulation is different from intrinsic motivation because the
latter refers to performing a task because the task is enjoyable, while identified regulation refers
to doing because it will be beneficial for them.
Figure 1
Self-Determination Theory’s Taxonomy of Motivation (Adapted from Ryan & Deci, 2000, p. 61)
In this study, we explored the effects of learning supports (designed to help students
understand targeted content knowledge and solve game levels) on perceived competence, and the
effects of a free-choice condition (designed to support autonomy) on intrinsic motivation. In the
free-choice condition, students can freely navigate through the game levels and choose which
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level they want to play. Additionally, we explored the relationship of an incentive system with
extrinsic motivation. Our research questions are:
1. What are the effects of accessing learning supports on students’ perceived competence?
2. What are the effects of the free-choice condition on intrinsic motivation?
3. What is the relationship between the incentive system and extrinsic motivation?
Method
Participants
We conducted a between groups repeated measure design with four conditions related to
the sequencing of game levels: adaptive (i.e., game levels are ordered based on student’s current
state of knowledge, n = 64), linear (i.e., predetermined sequence of levels, n = 68), free-choice (n
= 67), and control (n = 64). The sample consisted of 199 students (9th to 11th grade) from a large
K-12 school in the southeastern US. Students played the game in 50-minute sessions across six
days and received a $30 gift card for participation.
Instruments
Game. Physics Playground is a digital game that helps students learn conceptual physics
(e.g. Newton's laws of force and motion) and the goal is to move a ball to hit a balloon (Shute et
al., 2019). The game includes two types of levels: sketching, in which students draw simple
machines such as ramps and springboards, and manipulation, in which students adjust sliders to
change physics parameters such as gravity and air resistance and interact with puffers and
blowers (Figure 2).
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Learning Supports. Students start playing tutorial levels to learn the game mechanics
and have access to various learning supports (Table 1) at any time during gameplay (Shute et al.,
2020b; Kuba et al., 2021).
Incentive System. Students earn game money when they solve levels or access learning
supports for the first time and spend game money to watch solution videos. The purpose is to
encourage students to access learning supports and control abusive access of solution videos.
Figure 2
Top: Sketching level – to solve the level, students can draw a springboard. Bottom: Manipulation
level – to solve the level, students have to manipulate the air resistance slider
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Table 1
Learning supports, definitions, and rewards for accessing each support
Supports Definition Value
Glossary Brief explanations of physics terms + $5
Formulas Presented when a physics concept has an + $5
associate formula or equation, includes a
description of each formula component
Definitions Composed of a short animation about a physics + $10
term (e.g. “gravitational force”) and a drag-
and-drop quiz
Hewitt Videos Cartoon animations developed by Paul Hewitt + $10
explaining different physics concepts
Physics Videos Short animations presenting the connection + $10
between physics concepts and game solutions
Solution Videos Complete solution for the game level at hand - $60
Hints Partial solutions that direct students to the Free
correct path (e.g. “Try drawing a springboard”)
without revealing the complete solution
Measures
We created a 5-point Likert scale survey ranging from 1 = strongly disagree to 5 =
strongly agree. We included two items to measure students’ perceived competence (i.e., “I
performed well in the game” and “I was skilled at playing the game”) and two items to measure
intrinsic motivation (i.e., “I’d like to play this game again” and “I enjoyed the game very
much”). Additionally, several events were logged when students played the game (e.g., accessing
learning supports).
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Results
Learning Supports and Students’ Perceived Competence. Descriptive statistics
showed that hints (M =5.10, SD = 5.41), physics videos (M = 3.94, SD = 4.57), and solution
videos (M =2.60, SD= 2.84) were the three most accessed supports. Hints are free and provided
partial solutions to game levels. Physics videos earn students $10 game money for the first
access and present the physics concepts underlying the game levels. Solution videos are
complete video solutions, and students have to pay $60 game money to access them.
We ran a regression analysis to identify which of the three supports had significant
predictive power of perceived competence. An F test on R2 change showed that the model,
including physics videos and hints frequencies, is significant (p = .001) in predicting perceived
competence, but adding solution videos as a predictor does not significantly increase the R2 (p =
.57). An ANOVA with only physics videos and hints as the independent variables and perceived
competence as dependent variable, holding pretest constant, showed that both supports explain a
significant amount of the variance in the value of perceived competence (F(3, 191) = 6.40; p <
.001). Additionally, the analysis showed that physics videos significantly predicted perceived
competence, holding pretest and hints constant (β = .17, t = 2.35, p = .02). In contrast, hints
negatively predicted perceived competence, holding pretest and physics videos constant (β = -
.18, t = -2.58, p = .01). To further investigate, we ran a linear regression with hints as the
independent variable and held the number of levels completed constant. The analysis also
showed a significant and negative effect of accessing hints on perceived competence (F(2, 192)
= 17.4; p < .001; β = -.20; t = -3.03, p = .003).
Free-Choice Condition and Intrinsic Motivation. We hypothesized that students in the
free-choice condition would report higher levels of intrinsic motivation than students in the
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adaptive or linear condition since the free-choice condition allows students to have more
autonomy in choosing which levels they want to play. Surprisingly, results from an ANCOVA
showed no significant difference in self-reported intrinsic motivation between conditions (F(2,
191) = .47; p = .62).
Incentive System and Extrinsic Motivation. The descriptive statistics showed that
students accessed physics videos (M = 3.90, SD = 4.55) more than solution videos (M = 2.55, SD
= 2.84), even though students had game money to buy solution videos. These results suggest that
the incentive system was an effective external regulation (a subtype of extrinsic motivation) to
encourage students to access learning supports. Further, the log data showed that students
accessed physics videos multiple times even though they would not earn additional game money
by accessing the same support in the same game level (see Rahimi et al., 2021).
Discussion
In this study, we investigated the effects of learning supports on perceived competence,
the effects of the free-choice condition on intrinsic motivation, and the relationship of the
incentive system with extrinsic motivation. Our findings showed that students who watched
more physics videos reported a higher level of perceived competence than those who watched
fewer videos. In contrast, students who accessed more hints reported a lower level of perceived
competence than those who accessed fewer hints. We assumed that students who used more hints
credited part of their performance to the support, thereby decreasing their perceived competence.
Also, it is possible that watching physics videos led students to sense that they solved levels by
themselves while accessing hints led students to sense that they had help. Further, among physics
videos, hints, and solution videos, only physics videos predicted the number of levels solved (see
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Shute et al., 2020a; Kuba et al., 2021). Although neither solutions videos nor hints predicted
levels solved, only hints had a negative effect on perceived competence. We assume that the
incentive system controlled usage of solution videos, leading students to watch solution videos
only when they were struggling in a level. In contrast, hints were free which led student to access
more hints, even when they were not struggling.
Further, contrary to our expectations, the free-choice condition did not reveal a
significant effect on intrinsic motivation. We hypothesize that the user interface inclined students
to play the game linearly since the interface presented the game levels in a horizontal slider (i.e.,
students had to slide the game level images to select a level to play). Future research might
explore the difference of presenting game levels in a slider versus a matrix structure, and whether
this difference influences autonomy and intrinsic motivation.
Finally, exploring the log data indicated that students accessed physics videos multiple
times, suggesting that students could perceive the value of watching physics videos. Based on the
SDT, this perceived value is known as identified regulation, a level of extrinsic motivation that is
superior to external regulation because it provides more autonomy and indicates that the student
chose to access the supports because they thought they were beneficial (Ryan & Deci, 2000).
Thus, external regulation in the form of game money encouraged students to access the physics
videos for the first time, while identified regulation encouraged students to access the videos
repetitively. This finding is aligned with the SDT, suggesting that external regulation can lead to
internalization and achieve identified regulation.
Our results suggest that game resources such as learning supports and in-game stores
might be more effective in promoting perceived competence and motivation than game rules,
such as determining how students access game levels. Future research may consider exploring
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methods of designing effective game features for promoting autonomy, competence, and
relatedness to various learners that can lead to high levels of intrinsic motivation, especially
when learning content is added.
Acknowledgments
This work was supported by the National Science Foundation, United States [award number #037988]
and the Department of Education, United States [award number #039019]. We want to acknowledge
Russell Almond, Fengfeng Ke, Curt Fulwider, Zhichun Liu, Chen Sun, and Jiawei Li for helping in
different stages of this project.
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