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Exploring Gameful Motivation of Autonomous Learners

Vahlo, Jukka,Tuuri, Kai,Välisalo, Tanja

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This is a sel -a chi ed e sion o an o iginal a icle. This e sion may di e om he o iginal in pagina ion and ypog aphic de ails. Au ho (s): Ti le: Yea : Ve sion: Copy igh : Righ s: Righ s u l: Please ci e he o iginal e sion: CC BY 4.0 h ps://c ea i ecommons.o g/licenses/by/4.0/ Explo ing Game ul Mo i a ion o Au onomous Lea ne s © 2022 Vahlo, Tuu i and Välisalo. Published e sion Vahlo, Jukka; Tuu i, Kai; Välisalo, Tanja Vahlo, J., Tuu i, K., & Välisalo, T. (2022). Explo ing Game ul Mo i a ion o Au onomous Lea ne s. F on ie s in Psychology, 13, A icle 825840. h ps://doi.o g/10.3389/ psyg.2022.825840 2022 F on ie s in Psychology | www. on ie sin.o g 1 Feb ua y 2022 | Volume 13 | A icle 825840 ORIGINAL RESEARCH published: 25 Feb ua y 2022 doi: 10.3389/ psyg.2022.825840 Edi ed by: Ramón Chacón-Cube os, Uni e si y o G anada, Spain Re iewed by: Noelia Pa ejo-Jiménez, Uni e si y o G anada, Spain Wooyoung (William) Jang, Uni e si y o Wes Geo gia, Uni edS a es *Co espondence: Jukka Vahlo [email p o ec ed] †These au ho s ha e con ibu ed equally o his wo k and sha e i s au ho ship Special y sec ion: This a icle was submi ed o Educa ional Psychology, a sec ion o he jou nal F on ie s in Psychology Recei ed: 30 No embe 2021 Accep ed: 24 Janua y 2022 Published: 25 Feb ua y 2022 Ci a ion: Vahlo J, Tuu i K and Välisalo T (2022) Explo ing Game ul Mo i a ion o Au onomous Lea ne s. F on . Psychol. 13:825840. doi: 10.3389/ psyg.2022.825840 Explo ing Game ul Mo i a ion o Au onomous Lea ne s JukkaVahlo 1,2*†, KaiTuu i 1† and TanjaVälisalo 1 1 Depa men o Music, A and Cul u e S udies, Uni e si y o Jy äskylä, Jy äskylä, Finland, 2 School o Economics, Cen e o Collabo a i e Resea ch, Uni e si y o Tu ku, Tu ku, Finland In his explo a i e s udy, wein es iga ed mo i es o au onomous lea ne s o pa icipa e in an online cou se, and how hese mo i es a e ela ed o gameplay mo i a ions, engagemen in he cou se expe ience, and lea ning ou comes. The guiding p emise o he s udy has been he idea ha lea ning and game playing ca y phenomenal simila i ies ha could be e ealed by sc u inizing mo i es o pa icipa ing in a massi e open online cou se ha does no in ol e any in en ionally game-like ea u es. The esea ch was conduc ed by analyzing su ey da a (N = 705) collec ed om indi iduals who had olun a ily pa icipa ed in an open online cou se abou a i icial in elligence and i s socie al impac . The su ey included an explo a i e Mo i es o Au onomous Lea ning (MAL) in en o y. Explo a o y ac o analysis sugges ed ha he MAL in en o y consis ed o six dimensions ou o which ou we e consis en wi h ac o s ha ea lie esea ch has associa ed wi h mo i es o engage wi h ideo games. O he iden i ied ac o s, he dimension ha mos clea ly desc ibed au onomous and play ul p edisposi ions was ound o bea main p eceden o bo h expe ienced game ulness o he lea ning expe ience and posi i e lea ning ou comes. In all, he esul s o his s udy demons a ed ha play ulness and au onomy we e bo h p ominen and signi ican ac o s ac oss he whole lea ning p ocess. Keywo ds: play ulness, games, au onomous lea ne , online lea ning, mo i es, mo i a ion, engagemen , sel -de e mina ion INTRODUCTION People all a ound he wo ld spend an as onishing numbe o hou s playing ideo games each day. Today, his is no only ue o young men bu a he o people ep esen ing all gende s and ages as playe s’ mean age is al eady close o 40 yea s (Vahlo e  al., 2018; Kinnunen e  al., 2020). Consequen ly, bo h esea che s and game indus y ep esen a i es a e keen o unde s and wha mo i a es playe s o begin o play and wha keeps hem engaged wi h he same applica ion o en o hund eds o hou s o e en mo e (e.g., Ryan e  al., 2006; She y e  al., 2006; Yee, 2006; P zybylski e  al., 2010; Yee e  al., 2012; Kahn e  al., 2015; De G o e e  al., 2017; Vahlo and Hama i, 2019). Indeed, he li e a u e on playe mo i es is a apidly g owing a ea o esea ch and many models ha e been published and empi ically alida ed du ing he pas wo decades. In he ield o educa ion esea ch, he adi ion o s udying lea ne s’ mo i a ion ex ends back e en u he in his o y. The s udies o lea ning mo i a ion e ol e a ound ques ions e y simila o he ones in game mo i a ion esea ch, ha is, he gene al aim is o unde s and wha igni es he in e es o lea ning and wha keeps lea ne s engaged wi h hei s udies (e.g., Vahlo e al. Game ul Mo i a ion o Au onomous Lea ne s F on ie s in Psychology | www. on ie sin.o g 2 Feb ua y 2022 | Volume 13 | A icle 825840 Skinne and Belmon , 1993; Apple on e  al., 2006; Zepke and Leach, 2010; Ch is enson e  al., 2012; Sina a e  al., 2015). The ela ionship be ween play and lea ning has been acknowledged and also s udied ex ensi ely since he ea ly 20 h cen u y (Cu is, 1915; Coleman, 1971; B une e  al., 1976; Vygo sky, 2004). The eme gence o digi al gaming u he inc eased esea che s’ in e es in games o lea ning (e.g., Gee, 2003; Squi e, 2003). As a consequence, se ious game (i.e., edu ainmen ) applica ions (e.g., Cha sky, 2010) and lea ning applica ions wi h gami ied elemen s (e.g., Saile and Homne , 2020; Zainuddin e  al., 2020) ha e es ablished hemsel es as common p ac ices in hei espec i e ields. Ye , he e is much ha is s ill no unde s ood abou he ela ionship be ween lea ning mo i a ion and mo i a ion o play ideo games. This a ea o in es iga ion has a po en ially high esea ch impac and socie al implica ions, as being mo i a ed is known o be associa ed wi h highe le els o engagemen wi h lea ning ac i i ies and posi i e lea ning ou comes (e.g., Janosz, 2012). While he e is a long adi ion in in es iga ing lea ning mo i a ions and while li e a u e on game playing mo i a ions is expanding apidly, he e exis s a su p isingly limi ed numbe o s udies on how gameplay mo i a ion migh be in e wo en wi h lea ning mo i es. The e is an e iden need o unde s anding hese in e connec ions as many lea ning expe iences o oday ake place in digi al en i onmen s ha could make use o game-based solu ions in a p o ound and e sa ile ashion. And he e is e en mo e p ominen jus i ica ion o se ing he ocus speci ically on lea ning mo i es (e.g., di e en easons and o he p edisposi ions o lea ning). The eason is ha mo i es o lea ning a e no ha o en made explici ly isible in he mo i a ion esea ch models used in he ield o educa ion, apa om mo e in o mal lea ning pe spec i es conce ning p o essional o highe educa ion (see, e.g., Bahn, 2007; Dise h e al., 2010). Wi hin he con ex s o mo e adi ional o o mal educa ion, he models u ilized o s udying lea ning mo i a ion (see, e.g., Skinne and Pi ze , 2012; Vi anen e al., 2014) end o unde line he eache s’ and school’s abili y o suppo engagemen wi h lea ning ac i i ies, eache s and pee s a he han indi idual p edisposi ions (i.e., mo i es) o olun a ily choosing wha o lea n. Engagemen wi h game ac i i ies is a cen al subjec o game mo i a ion esea ch as well, and e en he concep o play ulness (and play ul mo i a ion) is conside ed as an expe ien ial p ope y ha ge s ( e)o ganized in engaging wi h con ex ual ac i i ies (Masek and S en os, 2021). The iewpoin o game esea ch, howe e , appea s o ha e a somewha di e en basis in app oaching he olun a y na u e o he ac i i y. Th oughou he exis ence o game esea ch as a ield o academic inqui y, i has emphasized ha playe pa icipa ion in game expe iences is cha ac e is ically olun a y and au onomous (Huizinga, 1949; Go man, 1959; Go man, 1961; Sui s, 1978; Caillois, 2001). The models o game mo i a ion esea ch ypically build upon his p emise and o en emphasize he indi idual’s mo i es o playing (e.g., She y e  al., 2006; Yee, 2006; Vahlo and Hama i, 2019). In explo ing linkages be ween gameplay and lea ning mo i es, we conside i necessa y o apply a simila amewo k o au onomous and olun a y pa icipa ion as a basis o ou inqui y. I is c ucial o no e ha much o he lea ning mo i a ion esea ch assumes he exis ence o a o mal ins i u ional con ex (e.g., a class oom se ing in a school) and a gene alized achie emen s uc u e (e.g., cu iculum and he ela ed deg ees) wi hin which he mo i a ions o lea ning ac i i ies a e de eloped. Wi h espec o a g owing numbe o oday’s online lea ning se ices and online cou ses, howe e , i is e iden ly no alid o assume such ci cums ances ha con ibu e o he lea ne ’s mo i a ional disposi ion. Fu he mo e, also in o mal ins i u ional con ex s, mo e conside a ion should begi en o unde s anding how lea ne s’ mo i es o pa icipa e may impac hei lea ning expe ience and also lea ning ou comes. In his pape , we ha e chosen o emphasize he iewpoin o an au onomous lea ne , which emb aces he ee will o a lea ne o e lec on he easons o hei pa icipa ion and e en choose whe he o no o pa icipa e in a cou se in he i s place. This app oach pu s mo i es in o he spo ligh , and i is especially ele an o he di e en o ms o adul educa ion and massi e open online cou ses (MOOCs), whe e pa icipa ion in lea ning ac i i ies is usually mo e o less olun a ily ini ia ed. In his explo a i e s udy, we empi ically in es iga e he mo i es o au onomous lea ne s o pa icipa e in an online cou se and how hese mo i es a e ela ed o gaming mo i a ions, cou se expe ience and engagemen , and lea ning ou comes. This will bedone by analyzing su ey da a (N = 705) collec ed om indi iduals who olun a ily pa icipa ed in an online cou se, “Elemen s o AI,” abou a i icial in elligence and i s socie al impac . By s udying cou se pa icipan s’ expe iences, we explo e how play ulness should be unde s ood bo h om he pe spec i es o an au onomous lea ne (i.e., play ul mo i es) and he lea ning si ua ion (i.e., play ul engagemen wi h lea ning). In gene al, ou aim is o un eil he play ulness inhe en in lea ning expe iences, which do no include any in en ionally game-like design solu ions, and how his play ulness associa es wi h lea ning mo i a ion and lea ning ou comes. THEORETICAL BACKGROUND Combining Educa ional and Gaming Con ex s U iliza ion o games as echnologies o lea ning and pedagogical ools has a long his o y ha p ecedes he cu en e a o digi al gaming (Coleman, 1971). Likewise, he s udy o play in educa ion and human de elopmen has been es ablished decades ago (e.g., G oos, 1908; Piage , 1952; B une e al., 1976; Vygo sky, 2004). Being play ul is associa ed wi h spon aneous lea ning in seemingly aimless ac i i ies (Liebe man, 1977). I is widely acknowledged, also wi hin he ield o game design (e.g., C aw o d, 1984), ha gameplay in i sel inco po a es lea ning p ocesses, e en when games a e no delibe a ely mean o each us any hing ou side o how o play he game i sel . Games ha e also been c i icized o eaching he subjec ma e h ough an inhe en ly mechanical and educ ionis simula ion (K a , 1971), bu on he o he hand, he e y abili y o p o iding p edic able simula ed eali ies, in which a lea ne can expe ience agency while engaging wi h he playing, is conside ed o bean Vahlo e al. Game ul Mo i a ion o Au onomous Lea ne s F on ie s in Psychology | www. on ie sin.o g 3 Feb ua y 2022 | Volume 13 | A icle 825840 in insic i ue o games in educa ion (Coleman, 1971). In his pape , he main a ionale o combining educa ional and gaming con ex s in s udying mo i a ion lies in wo p emises: (1) mo i a ional ac o s o playing games po en ially o e lap wi h he mo i a ional ac o s o engaging onesel olun a ily and au onomously in lea ning, and (2) all lea ning expe iences necessa ily include elemen s ha can beconside ed o begame ul as hese elemen s a e necessa y o all game playing expe iences. The mode n concep ualiza ion o digi al games ends o sepa a e he domains o en e ainmen and se ious gaming. The educa ional unc ions o digi al games a e hus o en seen only in he ligh o he se ious and pu pose ul ac i i ies ha aim o lea ning ou comes, in con as wi h “jus playing o un.” Such a dis inc ion be ween “ un” and “se ious” games is p oblema ic in many espec s, and i is no necessa ily jus i ied when play ul lea ning p ocesses and game ul s uden engagemen a e conce ned. F om he pe spec i es o e olu ion and human de elopmen , play li e ally is a “se ious” p ac ice and an impo an adap a ion me hod as well as a me hod o lea ning skills ha a e ul ima ely essen ial o su i al. On he o he hand, gameplay could be cha ac e ized as a sa e cons i u ion o “ eali y” (e.g., Piage , 1952; S en os, 2014) and as an ac i i y ha cap i a es i s ac o s, induces passion, and acili a es social bonding (e.g., Whi on and Moseley, 2014). In all i s se iousness, gameplay hus may be abso bing, engaging, and, in all, an en e aining expe ience ega dless o whe he he game has been designed wi h a pa icula lea ning pu pose in mind. The mos p ominen jus i ica ion o game-based lea ning (P ensky, 2001) o gami ica ion o lea ning (De e ding e  al., 2011; Faiella and Riccia di, 2015) has been ha games a e e ec i e in mo i a ing and engaging s uden s in lea ning ac i i ies. This e ec has been ound o besimila ly impo an o o he kinds o se ious games, such as games o heal h (Kowe and Quand , 2016). By de ini ion, games include condi ions ha playe s need o mee in o de o p og ess in he game. These condi ions a e en i onmen al demands ha impose challenges o he playe ’s pe o mance. An op imal gameplay expe ience is o en depic ed as he playe ac ing in a s a e o low, whe e he e is a balance be ween he challenges o he game and he playe ’s abili ies. I has been shown ha , wi hin such app oaches, his ype o engagemen indeed has a posi i e e ec on lea ning (Hama i e  al., 2016). Acco ding o Maye ’s (2019) e iew, p e ious esea ch on game-based lea ning has ocused on (1) he impo an ea u es in games ha suppo lea ning, (2) he po en ial lea ning e ec s o comme cial ideo games, and (3) he bene i s o lea ning h ough games when compa ed o adi ional eaching me hods. Al hough he e is inc easing knowledge on he educa ional bene i s o compu e games (Maye , 2019), he game ul ea u es, such as challenge and low (Hama i e  al., 2016), ha wo k o lea ning, as well as ins uc ional echniques o se ious games, such as con ex in eg a ion, na a ion-based echniques, eedback, and adap i i y (Wou e s and Van Oos endo p, 2017), i is s ill no well unde s ood in which si ua ions hese ea u es wo k he bes , and o who, wha a e he unde lying mo i a ional cogni i e, a ec i e and social mechanisms explaining hese e ec s (Faiella and Riccia di, 2015; Maye , 2019). Ins ead o ocusing on he ways games wo k as mo i a o s o lea ning, ou ocus is on disco e ing how mo i es o pa icipa e in an online cou se a e po en ially associa ed wi h he pe cei ed play ulness/game ulness o a lea ning expe ience which does no include a s andalone game and which has no e en been pu pose ully gami ied. In addi ion, we a e also in e es ed in unde s anding how bo h mo i es o pa icipa e and game ul quali ies inhe en o he lea ning expe ience (as a pa o he gi en mo i a ional clima e) a e associa ed wi h lea ning ou comes. Ou sc u iny aims o ea bo h con ex s on an equal basis: play is iewed as a na u al pa o knowledge and skills c ea ion, and play ulness as a gene al mo i a ional ounda ion in humans (e.g., Masek and S en os, 2021). A he same ime, wep esume ha lea ning ine i ably inco po a es aspec s o play and game- like ac i i ies. The e o e, o game playe s and online lea ne s alike, i makes sense o equally ask ques ions ela ed o hei “game ul” and “lea n ul” mo i a ions. In he p esen s udy, ou ocus is se on online lea ne s bu he in eg a i e s a egy wi h espec o he wo mo i a ional con ex s emains he same. Au onomy o a Playe and a Lea ne Mo i a ion o play games is o en concei ed h ough in insic mo i a ion, unde lining he spon aneous cu iosi y, in e es , and ee will o a playe (Ryan and Deci, 2000; Sansone and Ha ackiewicz, 2000; Rheinbe g and Engese , 2018). Unlike he pu pose ul ac i i ies ha wedo in o de o p o ide sus enance o ou sel es and ou communi y, play does no seem o ha e any ob ious goal. The e o e i seems o epi omize humans’ desi e o ac on a pu ely olun a y basis—basically jus o un. This is no o say, howe e , ha play would no ha e any bene i s. Human play is associa ed wi h physical and psychological wellbeing (P oye , 2013; Kowe and Quand , 2016) and has a ious unc ions ha ela e o physical ac i i y, explo a ion wi h objec s, and socially aluable p e ense beha io (Su on-Smi h, 1983; Smi h, 2005). F om he de elopmen al and e olu iona y pe spec i e, play and games ha e unc ioned as pi o al ways o lea ning (e.g., B une e  al., 1976). Fo a child, playing migh bejus a un ac i i y, bu implici ly child en also de elop hei physical o social skills ha a e ele an and use ul in hei u u e li e (Piage , 1952). I has e en been a gued ha abili ies o play and imagine ha e been key p econdi ions in he su i al and de elopmen o he human species (Huizinga, 1949). F om his pe spec i e, i is in iguing o conside play as a human need o ac ualizing one’s play ul sel (i.e., homo ludens). P esumably such a need is s ongly ied o au onomy—a “capaci y o and desi e o expe ience sel - egula ion and in eg i y” (Deci and Ryan, 2012, p. 85). Because o he close ela ionship o play and lea ning, i is equally emp ing o conside ha he e could besome p o ound simila i ies be ween an au onomous playe and an au onomous lea ne . Ne e heless, games, as a o m o o ganized play, can be app oached om a seemingly con adic o y di ec ion, as he ules and goals hey impose on a playe can also be desc ibed as ex e nal con ol sys ems (A edon and Su on-Smi h, 1971, p.7), which e ec i ely egula e he playe ’s mo i a ion and ac ion. Vahlo e al. Game ul Mo i a ion o Au onomous Lea ne s F on ie s in Psychology | www. on ie sin.o g 4 Feb ua y 2022 | Volume 13 | A icle 825840 The p ocedu al con ol is main ained h ough ei he pe suasi e o in usi e he o ics and con ibu ion o he playe ’s mo i a ional sel - egula ion (Bogos , 2007). This kind o unde s anding o playe pa icipa ion assumes ha a playe ’s desi e o play is gi en and ha he playe is no a ully ee subjec who can make decisions as she chooses (Aa se h, 2007). Ins ead o being a ee subjec , he playe is subjec ed o he gameplay condi ion, ha is, she is a playe only because she ag ees o ul ill he equi emen s he game se s o hei in e ac ion (Leino, 2010). Howe e , in he enac i e app oach o human cogni ion i is con e sely a gued ha an en i onmen does no impose any dic a ing condi ion o e an au onomous subjec (Webe and Va ela, 2002; Thompson, 2007). Ins ead, i is he indi idual, and in his con ex a playe , who olun a ily me a- egula es he ongoing play ul playe –game in e ac ion (Vahlo, 2017). Games ep esen a ype o en i onmen , which may ob iously inco po a e pe suasi e design ea u es, such as ewa ding possibili ies o ac ion (Hama i e  al., 2014), bu ha does no mean ha a playe necessa ily expe iences any ex e nal con ol as long as i is cohe en wi h he sel - egula i e o ien a ion in engaging wi h he play-wo ld (see Tuu i e  al., 2017). A pe son’s in en ion o play, he mo i es, and he play ul disposi ions a e all essen ial cons i uen s o he game expe ience (Su on-Smi h, 2009; Ka hulah i, 2015). In e ms o compa ing he au onomies o a lea ne and a playe , lea ning ac i i ies oo a e o en ex e nally (i.e., pedagogically) o ganized, in one o m o ano he . In he p esen s udy, ou ocus is on an open online cou se, which is olun a ily chosen by i s pa icipan s—jus as games a e olun a ily chosen by hei playe s. Ecological App oach o Mo i a ional De elopmen : Taking Con ex ual Engagemen In o Accoun Ou unde s anding o mo i es and mo i a ions is based on how he human mind is concep ualized in ecological and enac i e app oaches o psychology. The basic p emise in hese app oaches holds ha he human mind is no jus inside he head bu ex ends o e e y hing ha he head and he body a e inside o (Gibson, 1977; Mace, 1977; Noë, 2009). This dema ca ion s a es ha he o ganiza ion o ou pe cep ion, ac ion, and knowing—basically also he subs a e o mo i a ional de elopmen — elies on embodied in e ac ions ha couple ou cogni ion wi h he en i onmen (see also Va ela e  al., 1992). Au onomy, and especially biological au onomy, has been desc ibed as a co e ene o enac i e app oaches o cogni ion (Di Paolo e al., 2010; F oese and S ewa , 2012). The concep o au onomy is de ined as a co e o ganizing p inciple o all li ing sys ems, and i is di ec ly associa ed wi h he iden i y and su i al o an indi idual who is equi ed, hence mo i a ed, o in e ac wi h he wo ld o main ain i s au onomy (Thompson and S aple on, 2009; Di Paolo and Thompson, 2014). O he b oade ield o esea ch on human mo i a ions, a speci ic in e es o his s udy conce ns explici mo i es, which deno e ce ain “p edisposi ions o app oach a pa icula class o incen i es o o a oid a pa icula class o h ea s” (Th ash e al., 2012, p.141). Di e en ly pu , explici mo i es a e easons indi iduals hold o hei in ol emen in pa icula ac i i ies, and he e o e, hese mo i es a e also sel -a ibu ed conscious exp essions o indi iduals’ alues, goals, and sel -iden i ies. Explici mo i es ha e a di ec i e unc ion in ou decision-making and easoning whe eas unconscious implici mo i es se e as an ene gizing unc ion in ou ac ions (McClelland e al., 1989; Th ash e al., 2012; B uns ein, 2018). The app oach o explici mo i es is widely u ilized in sel - epo su eys and ques ionnai es in which esponden s ope a e wi h e bally encoded explici mo i es (Th ash e  al., 2012). In hese s udies, explici mo i es can be ea ed as e balized esul s o a esponden ’s sel - e lec i e cogni i e app aisal o he men ioned p edisposi ions o ac on he en i onmen . Explici and implici mo i es a e use ul concep s in s udies which aim o unde s and how indi iduals make sense o hei own decision-making and how mo i es which hey conside o be impo an p edic pa e ns o hei beha io as well as ou comes o hei ac ions. Howe e , wi hin a b oade heo e ical model, mo i es may appea as s a ic e lec ions o an essen ially dynamic mo i a ional de elopmen . Behind mo i es, we can ou line se e al di e en mo i a ional disposi ions ha a e po en ially in ol ed and p ojec ed in he cons i u ion o a mo i e. Such mo i a ion backg ound can consis o , o example, pe sonal goal pu sui and he ela ed commi men (Gollwi ze and Oe ingen, 2012), achie emen goal o ien a ion (Ellio and Th ash, 2001), social sel - egula ion (Schunk and Ushe , 2012), play ul a i ude/in en ions (Masek and S en os, 2021), cul u e and pe sonali y (Higgins, 2008), o sel - egula ion in e ms o basic need sa is ac ion and one’s au onomic “ ue sel ” (Deci and Ryan, 1991). Explici mo i es o pa icipa e, o ins ance, in an online cou se, po en ially inco po a e a con ex ual and si ua ed ounda ion o di e en backg ound elemen s. While he mo i a ional backg ound a guably con ibu es o he mo i e gene a ion, in a simple e baliza ion o an explici mo i e, i may emain only implied. Explici mo i es a e p oduc s o making sense o a pe son’s mo i a ional p edisposi ion o ac i i y. Bu hey should no be aken me ely as p oposi ional easonings o planning ha p ecedes ac ion. Acco ding o he amewo k o he embodied and ecological mind, human mo i a ion and he app aisal o explici mo i es a e necessa ily co-cons i u ed in engagemen wi h a gi en en i onmen . Simila ly o Gibson’s (1977) concep o ac ion a o dances, mo i a ional cogni ion is nei he a p ope y o a li ing en i y no a p ope y o an en i onmen , bu a he bo h o hem, being enac i ely s uc u ed (Va ela e al., 1992) h ough in e ac ions wi h he en i onmen . The essence o mo i es (as p edisposi ions o app oach o a oid) a e hus no de ached om a pe son’s expe ien ial his o y o ac i i ies and con ex s hey ela e o, including wha kind o ou come expec a ions an indi idual has o pa icipa ing in hese con ex ual ac i i ies (Schunk and Ushe , 2012). All his is o say ha mo i es a e bes sc u inized in dynamic connec ion wi h he con ex ual p ocesses o mo i a ional de elopmen and engagemen . Simila ly o Skinne and Pi ze ’s (2012) model o mo i a ional dynamics in lea ning, we see con ex ual engagemen wi h (lea ning/gaming) ac i i ies pi o al bo h in unde s anding he adap i e and sel - egula i e p ocesses o mo i a ion, being ied in si ua ional engagemen , and embedded in he mo i a ional clima e ha is a o ded o he Vahlo e al. Game ul Mo i a ion o Au onomous Lea ne s F on ie s in Psychology | www. on ie sin.o g 5 Feb ua y 2022 | Volume 13 | A icle 825840 ac o by he con ex (see Figu e 1). Mo i a ional clima e is he e b oadly unde s ood as he o e all mo i a ional “en i onmen ” ha con ibu es o he expe ien ial o ganiza ion o con ex ual ac ion a o dances and incen i es, ins uc ional elemen s, au onomy and con ol, communal suppo , and consequen ly o he ways how engagemen wi h ac i i ies is s uc u ed. As con ex ual engagemen and mo i a ion backg ound a e in e connec ed, he clima e a guably also con ibu es o he de elopmen o indi iduals’ mo i es and mo i a ional o ien a ions (such as mas e y o pe o mance app oaches, see Ames, 1992, p. 262). Unlike he model o Skinne and Pi ze , howe e , he model o mo i a ional de elopmen cons uc ed o he use o his s udy does no p esuppose any con ex o ac i i y, such as class oom, school, o any o he ins i u ional es ablishmen . Masek and S en os (2021) ha e ecen ly conduc ed a sys ema ic, in eg a i e li e a u e e iew on he concep o play ulness ac oss di e en scien i ic disciplines. Acco ding o he e iew, concep ual usage o play ulness in he li e a u e is essen ially wo- old: i is ei he aken as an indi idual’s desi e o willingness o play ul engagemen in ela ion o con ex (s), o i is unde s ood in e ms o play ul o ganiza ion o he con ex . This concep ual syn hesis makes i clea e how we posi ion play ulness o game ulness in o a model o mo i a ional dynamics. Co espondingly, play ulness can po en ially beconside ed bo h as (1) backg ound in en o (play ul and game ul) explici and implici mo i e gene a ion, and (2) s uc u al o ganiza ion o (play ul and game ul) expe ience o engaging wi h ac i i ies in he con ex . Con o ming o his idea, ou model o mo i a ional de elopmen (see Figu e1) inco po a es play ulness bo h in a pe son’s disposi ional mo i a ion backg ound (i.e., play ulness implied in mo i es) and con ex ual engagemen (i.e., expe ien ially play ul o ganiza ion o he con ex ). Again, we assume ha bo h he indi idual’s play ul disposi ion and he con ex ual engagemen o play ulness a e in e connec ed. Fo example, i a pe son has a mo i e ha e lec s “a desi e o play ul engagemen ” i should be likely ha he play ulness will also beembodied in he expe ien ial o ganiza ion o he con ex . Resea ch Ques ions and Hypo heses Ou su ey a ge ed au onomous lea ne s who pa icipa ed in an online cou se on a i icial in elligence and i s socie al impac s. Con o ming o he model o mo i a ional de elopmen p esen ed abo e, he esea ch ocuses on he ollowing h ee phases o he lea ning p ocess: (1) mo i es o pa icipa e in he cou se, (2) con ex ual engagemen du ing he cou se, and (3) lea ning ou comes. In line wi h his dema ca ion, he esea ch ques ions o his s udy a e: (1) How do play ul and game ul in en o mo i e gene a ion and o s uc u al o ganiza ion o a lea ning expe ience mani es hemsel es in sel - epo da a abou use s’ mo i es o pa icipa e in an online cou se; (2) how a e aspec s o play ul and game ul in en in mo i e gene a ion ela ed o play ul and game ul o ganiza ion o lea ning expe iences in he engagemen wi h he cou se; and (3) how a e play ul/game ul mo i es ( he i s i em) and play ul/game ul o ganiza ion o expe iences ( he second i em) associa ed wi h lea ning ou comes? Consequen ly, he hypo heses o his s udy a e as ollows. Fi s o all, because o he po en ial o e lap be ween lea ning in en s and a desi e o play ul engagemen , we expec ha FIGURE1 | The model o mo i a ional de elopmen consis ing o h ee domains (mo i a ion backg ound, con ex ual engagemen , lea ning ou comes) and hei in e ela ions. Vahlo e al. Game ul Mo i a ion o Au onomous Lea ne s F on ie s in Psychology | www. on ie sin.o g 6 Feb ua y 2022 | Volume 13 | A icle 825840 his s udy will un eil s uc u es in he mo i es o au onomous lea ne s ha esemble mo i es o playing games, as bo h o hese modes o pa icipa ion a e p o oundly olun a y and in e ac i e. H1: Cou se pa icipan s’ explici mo i es o pa icipa e in an online lea ning cou se e lec hei in en o lea ning bu also esemble p e alen mo i es o play digi al games. Mo eo e , we expec o ind game ul quali ies in he expe iences o si ua ional engagemen wi h lea ning ac i i ies. This is because lea ning ac i i ies sha e phenomenal quali ies wi h game ac i i ies as bo h impose in e ac i e asks, challenges, goals, and pe o mance e alua ion (Lam e  al., 2007; Adams, 2014; Ka hulah i, 2015). Fu he mo e, game ul quali ies o a si ua ion a e co-cons i u ed bo h by he en i onmen and he indi idual’s ways o o ganize he si ua ion in a play ul manne . H2: Game ul quali ies a e no exclusi e o games and gami ied solu ions bu game ul quali ies a e also mani es ed in hose lea ning si ua ions and ac i i ies ha a e no s ic ly game-based o in en ionally gami ied. Ou hi d hypo hesis conce ns he ela ionship be ween mo i es and engagemen . As he e seems o be an ag eemen in he ield o educa ional esea ch ha “mo i a ion is a basis o subsequen engagemen ” (Ma in, 2012, p. 305), we can expec a posi i e associa ion be ween he wo. Fu he mo e, we expec ha he expe ienced game ul quali ies pa allel he expe ience o engagemen wi h lea ning ac i i ies. This is because game ul expe iences a guably p esuppose ac i e in ol emen (i.e., engagemen ) by he lea ne (Högbe g e  al., 2019). H3a: Iden i ied mo i e dimensions (H1) all p edic a highe lea ne engagemen wi h he online lea ning cou se. H3b: Expe ienced game ul quali ies (H2) o a lea ning si ua ion a e associa ed wi h lea ne engagemen . Since he game ul quali ies o a si ua ion a e co-cons i u ed by bo h he lea ning en i onmen and he indi idual’s in en o o ganize he si ua ion in a play ul manne , we assume ha lea ne s’ play ul mo i es con ibu e o he pe cep ion o game ulness o lea ning. Indi iduals’ mo i es o pa icipa e a e no o beunde s ood as isola ed om he ongoing expe ience, bu a he as a me a- egula i e esou ce hey u ilize be o e, h oughou , and a e hei pa icipa ion (see also discussion on engagemen p ocess in Janosz, 2012, p. 699). H4: Expe ienced game ul quali ies o he online cou se a e no he same o all pa icipan s bu a e in luenced by hei mo i a ion o o ganizing he lea ning si ua ion play ully. The e o e, he explici mo i es ha pa icipan s hold p edic how hey expe ience he game ulness o he lea ning si ua ion. Ou inal hypo hesis conside s he expe ienced lea ning ou comes, and how hese associa e wi h mo i es and engagemen . P e ious esea ch (see Janosz, 2012) poin s ou no only ha mo i es a e de e minan s o lea ning engagemen , bu also ha engagemen has an e ec on s uden lea ning success. The e o e, we expec he ollowing: H5a: Con ex ual engagemen is a p eceden o lea ning ou comes. H5b: Explici mo i es a e all associa ed wi h lea ning ou comes ia con ex ual engagemen . MATERIALS AND METHODS The MAL In en o y De elopmen Resea ch da a was ga he ed using a su ey a ge ed a s uden s o Elemen s o AI, a MOOC de eloped by he Uni e si y o Helsinki and he so wa e company Reak o . The cou se includes lea ning ma e ials and assignmen s and is no pu pose ully gami ied. Fo measu ing explici mo i es o pa icipa ing in he cou se, he su ey included an explo a i e Mo i es o Au onomous Lea ning (MAL) in en o y. Since explici mo i es a e concep ualized o be ela i ely s able disposi ions and “ easons people hold o ini ia ing and pe o ming olun a y beha io ” (Reiss, 2004), hey a e conside ed well-sui ed o su ey-based esea ch se ups (Beckmann and Heckhausen, 2018; Sche e and Heckhausen, 2018; Schul heiss and Wi h, 2018). Mo i e ques ionnai es assess he sel -a ibu ed explici schema a o indi iduals ha di ec and selec hei beha io , usually ac oss si ua ions (Th ash e  al., 2012, pp. 133–134). In he scale de elopmen p ocess, we ollowed a i e-s ep p ocedu e p esen ed by Phan e al. (2016). These s eps consis o p elimina y i em pool gene a ion, expe e iew o he i em pool, a ques ionnai e pilo s udy, p e e ably wo explo a o y ac o analyses (EFAs), and a heo y-based con i ma o y ac o analysis (CFA) including i s alidi y and eliabili y es ing. Since he objec i e o his explo a i e s udy was o examine he dimensionali y o he mo i es o he au onomous lea ning in en o y and how hese mo i es a e associa ed wi h lea ning expe iences and ou comes, ou scale de elopmen did no include con i ma o y phases o he MAL scale de elopmen . Psychome ic alida ion o a scale necessi a es a leas wo EFAs and a CFA wi h di e en su ey da a (Ma sunaga, 2010), and bo h o hese s eps ell beyond he scope o he cu en s udy. As backg ound ma e ial o designing a p elimina y i em pool o MAL, weused open- ended da a o iginally collec ed by Reak o abou he s uden s’ easons o pa icipa ion. These esponses (n = 225) we e i s coded in o po en ial mo i e ca ego ies based on ecu ing hemes in he indi idual esponses and a o al o 34 mo i e ca ego ies we e iden i ied. The 34 ca ego ies we e u he classi ied in o nine main ca ego ies: compe ence, mood managemen , achie emen , social, bo edom, au onomy, un/ Vahlo e al. Game ul Mo i a ion o Au onomous Lea ne s F on ie s in Psychology | www. on ie sin.o g 7 Feb ua y 2022 | Volume 13 | A icle 825840 en e ainmen , cu iosi y/in e es , and ea o missing ou . Bo h he 34 ca ego ies and he nine main ca ego ies we e e iewed by h ee esea che s and wo indus y ope a o s as a pa o he expe e iew phase o he scale de elopmen . Nex , he esea che s wen back o he da a and selec ed hose mo i e desc ip ions ha cap u ed di e en aspec s o he nine main ca ego ies and he 34 sub-ca ego ies. Howe e , no all nine p elimina y mo i e ca ego ies we e equally ep esen ed in he open-ended da a. In o de o balance he in en o y and o cons uc new su ey i ems o he mo i e ca ego ies, we e iewed a se ies o mo i e in en o ies ha assess easons o play digi al games (She y e  al., 2006; Yee, 2006; Deme o ics e  al., 2011; Yee e  al., 2012; Kahn e  al., 2015; De G o e e  al., 2017; Vahlo and Hama i, 2019). As a esul , wecons uc ed MAL in en o y i ems (Table 1) o each o he p elimina y nine ca ego ies as ou objec i e was o include he p elimina y MAL in en o y in a ques ionnai e pilo s udy. Be o e an EFA was made o he MAL in en o y o in es iga e la en mo i e ca ego ies o he au onomous lea ne s, weassessed he sampling adequacy o he 35-i em in en o y. The in en o y passed he Kaise –Mye –Olkin (KMO) es wi h a alue o 0.88 and also he Ba le es o sphe ici y (chi-squa e = 9,673, d  = 595, p = 0.000), bo h o which indica ed ha a ac o analysis was app op ia e. Measu ing Engagemen , Expe ience, and Ou comes GAMEFULQUEST is an ins umen o assessing he pe cei ed game ulness o using any se ice o sys em (Högbe g e  al., 2019). In he con ex o ou s udy, “ he se ice” e e s o use expe ience when pa icipa ing in an online lea ning cou se. Al hough GAMEFULQUEST has been psychome ically alida ed, we decided o do an EFA based on he ac ha he ins umen is new, and he h ee se ices used in he alida ion s udy we e ei he s andalone ideogames (Zombies, Run!) o pu pose ully gami ied sys ems (Duolingo and Nike+ Run Club). The alida ed 56-i em GAMEFULQUEST in en o y consis s o se en dimensions: Accomplishmen , Challenge, Compe i ion, Guided, Imme sion, Play ulness, and Social Expe ience (Högbe g e al., 2019). Since ou s udy ocuses on he iewpoin o an au onomous lea ne and he mo i es, we decided o de elop a o al o eigh new i ems o TABLE1 | The 35-MAL In en o y and i s desc ip i e s a is ics. N = 705 Desc ip ion Mean SD i em1 To ge he c edi s 3.01 1.99 i em2 Because o he ce i ica e 3.32 1.89 i em3 To build up my esume 3.61 1.92 i em4 To ca ch my d eam 3.01 1.66 i em5 Because i was ee 5.48 1.56 i em6 Because Icould s udy any ime and anywhe e 5.72 1.29 i em7 Because i opens up u u e possibili ies 4.49 1.66 i em8 Because Iwas bo ed 2.29 1.57 i em9 Because Ihad oo much ee ime 2.41 1.70 i em10 Because Ihad no hing else o do 2.35 1.59 i em11 To use i in my p o ession 4.02 1.93 i em12 To build up my skills 5.90 1.09 i em13 Because o he challenge 4.89 1.67 i em14 To lea n some hing new and use ul 5.93 1.02 i em15 To explo e new domains o knowledge 5.78 1.13 i em16 To con ibu e o my c ea i e hinking 5.11 1.55 i em17 Ou o cu iosi y abou wha he u u e migh b ing 5.96 1.08 i em18 Because Iamin e es ed in AI 5.97 1.10 i em19 To keep up wi h he imes 5.63 1.21 i em20 Because o he ea o missing ou 2.97 1.70 i em21 To s ay ahead o echnological dis up ions 5.60 1.26 i em22 To s ay cu en wi h inno a ions 5.70 1.18 i em23 Fo un 5.12 1.54 i em24 Because o en e ainmen 4.08 1.84 i em25 Because i made me eel good abou mysel 4.76 1.66 i em26 To o e come he ea o AI and obo s 1.99 1.45 i em27 To speak abou he subjec in elligen ly 4.53 1.66 i em28 Because i was ecommended o me 3.28 2.00 i em29 Because my iends o colleagues ook he cou se 2.47 1.76 i em30 Because e e yone needs o know abou his subjec 5.27 1.50 i em31 Because Iwas encou aged o ake he cou se 2.88 1.85 i em32 I was cu ious abou he subjec ma e 6.10 0.95 i em33 To use he unde s anding o he subjec in my s udies o in my job 3.67 1.99 i em34 To ad ance my ca ee 3.52 1.83 i em35 Because Iwan ed o e alua e he cou se quali y 2.97 1.83 Vahlo e al. Game ul Mo i a ion o Au onomous Lea ne s F on ie s in Psychology | www. on ie sin.o g 8 Feb ua y 2022 | Volume 13 | A icle 825840 GAMEFULQUEST o measu ing expe ienced au onomy as a pa o a game ul expe ience. Simila ly, o ou app oach wi h he MAL in en o y, we assessed sampling adequacy o GAMEFULQUEST bo h in he alida ed o m and as complemen ed by eigh i ems ha supposedly measu ed expe ienced au onomy while s udying on he online cou se. Bo h he alida ed GAMEFULQUEST (KMO= 0.975, he Ba le es o sphe ici y: chi-squa e = 27,407, d  = 1,596, p = 0.000) and he e sion complemen ed by eigh au onomy-based i ems (KMO = 0.978, Ba le es o sphe ici y: chi-squa e = 31,083, d  = 2016, p = 0.000) clea ly passed he es s. Scales o measu ing s uden engagemen a e o en de eloped o a school con ex hus necessi a ing modi ica ions o any chosen ins umen when applied o online lea ning. Engagemen wi h he online cou se was s udied using he S uden Engagemen In en o y (Lam e al., 2014). The 33-i em scale explo es h ee dimensions o engagemen : A ec i e Engagemen (nine i ems), Beha io al Engagemen (12 i ems), and Cogni i e Engagemen (12 i ems). A numbe o he i ems we e explici ly designed o a school con ex , hus, o he pu poses o his s udy se e al i ems we e excluded om ou analyses on how mo i es o pa icipa e may p edic engagemen and whe he expe ienced game ulness and expe ienced engagemen a e co ela ed. The numbe o i ems was educed o ou i ems pe dimension, and he esul ing 12-i em in en o y C onbach’s alphas (95% con idence in e als o he alphas) and coe icien omegas we e o each dimension: A ec i e Engagemen α = 0.872 (CI 0.93–0.95) and ω = 0.882, Beha io al Engagemen α = 0.693 (CI 0.65–0.73) and ω = 0.7326, and Cogni i e Engagemen α = 0.8263 (CI 0.80–0.85) and ω = 0.8321. Acco ding o Ames (1992, p.267–268), in s udying mo i a ional clima es i is essen ial o look in o he lea ne ’s pe cep ions o lea ning expe iences a he han me e lea ne beha io . To measu e pa icipan s’ pe cep ions o how he online cou se suppo s hei mo i a ion h ough di e en ins uc ional s a egies we used he 18-i em e sion o he Mo i a ing Ins uc ional Con ex s In en o y (MICI) alida ed (C onbach’s α = 0.94) by Lam and Law (2007). The scale consis s o six 3-i em subscales: Challenge, Real-Li e Signi icance, Cu iosi y, Au onomy, Recogni ion, and E alua ion. As he scale was de eloped o eache -led class oom lea ning con ex s, wo subscales (Recogni ion and E alua ion) no sui ed o he online cou se s udied he e we e excluded, and he emaining i ems we e ewo ded o apply o a lea ning con ex whe e a eache is no p esen . Fu he mo e, he ou subscales used in he co ela ion analyses o his s udy we e enamed o Challenge Suppo , Applica ion Suppo , Cu iosi y Suppo , and Au onomy Suppo o be e sui an online lea ning con ex . C onbach’s α and McDonald’s ω we e calcula ed o each subscale: Challenge Suppo ω = 0.69 (CI 0.65 o 0.73), ω = 0.71, Cu iosi y Suppo α = 0.64 (CI 0.59 o 0.68) and ω = 0.64, Applica ion Suppo α = 0.857 (CI 0.84 o 0.87) and ω = 0.861, and Au onomy Suppo α = 0.70 (CI 0.66 o 0.74) and ω = 0.71. Finally, we needed o measu e pa icipan s’ pe cep ions o hei lea ning ou comes. Fo his pu pose we de eloped h ee i ems o assessing pa icipan s’ pe cep ions o lea ning abou he cou se con en (Lea ning he Topic, α = 0.762, CI 0.73 o 0.79, ω = 0.795), and h ee i ems o e alua e hei pe cep ions o lea ning me hods o online lea ning (Lea ning Me hod, α = 0.889, CI 0.87 o 0.90, ω = 0.892). Addi ionally, we used he 4-i em C i ical Re lec ion scale (Kembe e  al., 2000) o gauge he lea ning ou comes o c i ical hinking skills (α = 0.836, CI 0.81 o 0.86, ω = 0.837). A sum a iable o each o hese measu es was calcula ed o in es iga ing lea ning ou comes by means o mul iple linea eg essions be ween he abo e-men ioned cons uc s. Pa icipan s and Da a Collec ion Da a collec ion was conduc ed in wo languages, English and Finnish. The su ey was ansla ed om English o Finnish using he commi ee app oach. Fi s , he su ey was ansla ed by he esea che s, who a e all compe en in bo h languages. Nex , a back- ansla ion om Finnish o English was done by an ou side ansla o . Then he back- ansla ion was used o assess he o iginal ansla ion as well as he wo ding in he new ins umen s de eloped o his su ey. Su ey pa icipan s we e ec ui ed h ough he Elemen s o AI cou se email lis wi h he message a ge ed a s uden s om Finland, Ge many, Sweden, and he Uni ed Kingdom. To exclude esponden s who had only ecen ly egis e ed on he cou se, he su ey was u he a ge ed a pa icipan s who had egis e ed a leas 6 mon hs ago. The pa icipan s had he oppo uni y o pa icipa e in a a le o a 200€ gi ca d. The esul ing sample included 705 esponses, wi h 54% o he esponden s epo ing hey we e emale, 44.5% male, and 0.3% o he , while 1.1% did no wan o speci y. The mean age o he sample was 47.8 (Min = 16, Max = 83). Th ee o he pa icipan s we e mino s. The Finnish na ional boa d on esea ch in eg i y s a es ha a pe son’s own consen o pa icipa ion is su icien when he pa icipan is 15 o olde . As ou da a ga he ing me hod was anonymous, wedid no ha e a chance o in o m he pa en s o pa icipa ing mino s. All pa icipan s p o ided hei w i en in o med consen o pa icipa e in his s udy. Fo he p esen s udy, i is impo an o no e ha as many as 82% o he esponden s answe ed ha hey pa icipa ed in he cou se ou o hei own in e es . Only 10% o he esponden s pa icipa ed in he cou se as a pa o wo kplace aining, and 8% as a pa o deg ee educa ion. This obse a ion is in line wi h ou expec a ion ha pa icipa ion in MOOCs should be olun a ily ini ia ed. And i indeed implies ha he g ea majo i y o he su ey esponden s ep esen au onomous lea ne s. RESULTS MAL In en o y Nex , an explo a o y ac o analysis o he MAL in en o y was made. The pu pose o making an EFA was o analyze whe he he MAL in en o y measu ed la en mo i e dimensions, and o wha ex en hese possible la en mo i e dimensions could beconside ed o becon ex -speci ic and o wha ex en , consequen ly, eoccu ing ac oss mul iple con ex s o au onomous expe iencing. We conduc ed a pa allel analysis (Henson and Robe s, 2006) o iden i y how many ac o s should be ex ac ed o he 35-i em MAL in en o y (Table 1). Bo h he pa allel analysis Vahlo e al. Game ul Mo i a ion o Au onomous Lea ne s F on ie s in Psychology | www. on ie sin.o g 15 Feb ua y 2022 | Volume 13 | A icle 825840 All six mo i e dimensions we e ound o beassocia ed wi h a leas one dimension o GAMEFULQUEST. Expe ienced Pu pose ul Play was s ongly p edic ed by he Au o elic mo i e o pa icipa e, bu also by Capabili y, Achie emen , and Rewa d. Howe e , he Bo edom mo i e p edic ed a lowe le el o expe ienced Pu pose ul Play in a lea ning si ua ion. Social Connec edness was p edic ed by Au o elic and Social mo i es, bu also by Achie emen albei only weakly. Expe ienced Guided was p edic ed by Achie emen , Au o elic, and Social. Simila ly, Compe i ion was also p edic ed by Achie emen and Social, bu also by Bo edom. Abso p ion was s ongly p edic ed by Au o elic, and Capabili y and Social we e bo h p eceden s o expe ienced E o . The mo i e dimensions explained 48 pe cen o he a iance o Pu pose Play and also o e 20 pe cen o all o he GAMEFULQUEST ac o s. The mul iple eg essions (Table 7) he e o e sugges ha game ul quali ies o a lea ning si ua ion a e co-cons i u ed by bo h he cha ac e is ics o he lea ning en i onmen and by he pa icipan s mo i es o pa icipa e and o ganize he si ua ion play ully. This suppo s he ou h hypo hesis o his s udy. The inal hypo heses we in es iga e conside how explici mo i es and expe ienced game ulness in luence lea ning ou comes. Based on how p io esea ch has a gued ha mo i es a e bo h de e minan s o engagemen and lea ning (Janosz, 2012) and ha game ul expe iences also ha e a posi i e e ec on lea ning ou comes (Hama i e  al., 2016), we hypo hesized ha : H5a: Game ul expe ience is a p eceden o lea ning ou comes and ha H5b: Explici mo i es a e associa ed wi h lea ning ou comes ia game ul expe ience. The e ec s o MAL mo i e dimensions and GAMEFULQUEST ca ego ies we e in es iga ed by u ilizing s uc u al equa ion modelling (CB-SEM) and by cons uc ing he model p esen ed in Figu e 1. The s a is ical analyses we e made by s a is ical so wa e S a a 16.2 using he maximum likelihood me hod. The a iables in he model a e all ac o sco e a iables wi h he excep ion o he ou come a iables, all o which a e sum a iables. The model desc ibed in Figu e 2 and epo ed in Table 8 explained 19 pe cen o he a iance in Lea ning Me hod, 31 pe cen o he a iance in Lea ning he Topic, and 30 pe cen o he a iance in C i ical Re lec ion. Expe ienced Pu pose ul Play had a s ong e ec on Lea ning he Topic, and also he s onges e ec o he six GAMEFULQUEST dimensions on Lea ning Me hod. The ac o o Social Connec edness had he s onges e ec on C i ical Re lec ion, ollowed by Pu pose ul Play. The only e ec s ha Guided and Compe i ion had on he lea ning ou comes we e nega i e. Finally, he MAL mo i e dimensions also had s a is ically signi ican e ec s on all lea ning ou comes ia he expe ienced game ulness o he lea ning si ua ion. Again, Au o elic had he s onges e ec s o he mo i e dimensions, bu also Capabili y and Social had posi i e impac s on lea ning. The e ec o Achie emen on lea ning was e y weak, he Bo edom mo i e had mos ly nega i e in luence on lea ning, al hough hese e ec s we e also e y weak. DISCUSSION Ou guiding p inciple o his explo a i e s udy has been he idea ha lea ning and playing, he ac i i ies ha a e s ill mo e o less conside ed h ough di e en academic con ex s, ca y phenomenal simila i ies ha could be e ealed by esea ching au onomous lea ne s’ mo i es o pa icipa ing in a MOOC ha does no in ol e any in en ionally game ul ea u es. Weconduc ed he in es iga ion empi ically by collec ing su ey esponses om s uden s o he ee Elemen s o an AI online cou se. The collec ed sel - epo measu es conce ned hei expe iences o (1) mo i es o pa icipa e in he cou se, (2) con ex ual engagemen du ing he cou se, and (3) lea ning ou comes. In ega d o hese domains o he lea ning p ocess, we ca ied ou h ee espec i e esea ch asks in which wein es iga ed: (1) how play ulness/game ulness was mani es ed in pa icipan s’ mo i es o lea ning, (2) how engagemen wi h he cou se exhibi ed play ul/game ul o ganiza ion o expe iences and how he measu ed game ulness ela ed o bo h lea ning mo i es and engagemen , and inally (3) how play ul/game ul mo i es and engagemen associa ed wi h he lea ning ou comes. The esul s o his s udy demons a ed ha play ulness and au onomy we e bo h p ominen and signi ican ac o s ac oss he lea ning p ocess. Play ulness was he e ope a ionalized in a wo- old manne , con o ming o Masek and S en os’s (2021) concep ualiza ion ha ocuses on bo h an indi idual’s play ul disposi ions (i.e., play ul mo i es) and play ul o game ul o ganiza ion o lea ning expe iences. Au o elic mo i es, in which he lea ning expe ience was expec ed o be un, challenging, and en e aining, and which also deno ed a pe son’s in e es in expe iencing au onomy, yielded he g ea es (indi ec ) posi i e e ec on lea ning ou comes, as well as he g ea es e ec on game ul o ganiza ion o lea ning expe iences (H5b). O he mo i e ca ego ies, Au o elic mo i es mos clea ly highligh ed TABLE6 | Co ela ions (Spea man’s Rho) be ween expe ienced game ulness and dimensions o engagemen in a lea ning expe ience. Pu pose ul Play Social Connec edness Guided Compe i ion Abso p ion E o A ec i e Engagemen 0.68 0.27 0.28 0.10 0.34 0.25 Beha io al Engagemen 0.64 0.31 0.31 0.28 0.37 0.41 Cogni i e Engagemen 0.58 0.22 0.17 0.10 0.25 0.21 Mode a e and s onge co ela ions (o e 0.4) a e bolded. Vahlo e al. Game ul Mo i a ion o Au onomous Lea ne s F on ie s in Psychology | www. on ie sin.o g 16 Feb ua y 2022 | Volume 13 | A icle 825840 he na u e o a play ul disposi ion. Mo eo e , se e al dimensions o expe ienced game ulness in lea ning had di ec posi i e e ec s on lea ning ou comes (H5a). An impo an hing o no e he e is ha he play ul and game ul dimensions ha seemed o ha e he mos signi ican ole did no ela e o sho - e m ewa ds o compe i ion, bu a he , hey ela ed o a mo e p o ound and play ul p edisposi ion ha was associa ed wi h eedom o choice and au onomy. This pa allels some p e ious no ions o gami ica ion esea che s (Suh e  al., 2018) asse ing ha gami ica ion should s i e o u ilizing di e se ypes o game ul dynamics ha help people o sa is y hei long- e m psychological needs. A leas , ou esul s imply ha me e use o badges, poin s, and leade boa ds would no be he bes solu ions o gene a ing e ec i e play ulness in lea ne s. On he con a y, ou esul s highligh ha play ulness had a signi ican ole in sel - egula i e mo i a ional de elopmen du ing he whole p ocess o lea ning: om a pe son’s play ul a i ude o he con ex ual engagemen wi h lea ning ac i i ies ha o ganize play ul expe iences and ac ualizes he pe son’s play ul sel . The dimensions iden i ied by he Mo i es o Au onomous Lea ning (MAL) in en o y sugges ha easons o pa icipa e in online cou ses do no only in o m us abou lea ning mo i es bu also, and pe haps e en mo e impo an ly, abou p e alen p edisposi ions o engage wi h ac i i ies ha enable and acili a e au onomous expe iences. In his la e ega d, i makes sense ha he six ac o s Capabili y, Au o elic, Achie emen , Social, Bo edom, and Rewa d sha e p o ound simila i ies wi h mo i es o play digi al games as pa icipa ing in bo h o hese ac i i y ypes is indeed olun a y and au onomous (H1). These esul s indica e ha models ha a e de eloped o measu ing con ex ual mo i es may also gene a e knowledge abou mo e gene al and undamen al p edisposi ions ha di ec ou ac i i ies ac oss mul iple con ex s o expe ience. In game esea ch li e a u e, con ex ual and gene al app oaches o gaming mo i es a e o en sepa a ed om each o he (Ryan e  al., 2006; Yee, 2006). Ou esea ch adds o his discussion by p o iding empi ical e idence ha e eals ha i is no easonable o es ablish a clea -cu dis inc ion be ween con ex ual and gene al models, bu a he o ask ins ead wha we can lea n abou gene al human mo i a ion by s udying ou easons o engage wi h pa icula ac i i ies, such as lea ning and playing games. I was e ealed in his s udy ha GAMEFULQUEST, an ins umen de eloped o assessing expe ienced game ulness o a si ua ion, did no unc ion en i ely as was an icipa ed. The ins umen did measu e se e al dimensions simila o he model p esen ed in he o iginal alida ion s udy (Högbe g e al., 2019), bu Play ulness and Accomplishmen did no o m hei own ac o s. Ins ead, hese ac o s me ged oge he wi h each o he alongside he addi ional i ems we de eloped o measu ing au onomy, hus o ming a ac o wecall Pu pose ul Play (H2). The combina ion o hose i ems ha loaded on Pu pose ul Play eminds us o classic game de ini ions which a gue ha a ainable, pu pose ul goals and au onomous playe s who a e ee o pu sue mas e y a e necessa y condi ions o all games (A edon, 1971; A edon and Su on-Smi h, 1971; Mead, 2015). A eading o classic game de ini ions suppo s an in e p e a ion o he EFA esul s (Table 3) acco ding o which cons i u i e elemen s o all game expe iences loaded TABLE7 | Mul iple eg essions be ween MAL ac o sco es and GAMEFULQUEST ac o sco es. Mo i es Pu pose ul Play Social Connec edness Guided Compe i ion Abso p ion E o Be a S d. E Be a S d. E Be a S d. E Be a S d. E Be a S d. E Be a S d. E Capabili y 0.20 0.04 0.11 0.04 0.02 0.04 0.09 0.05 −0.01 0.04 0.29 0.04 Au o elic 0.50 0.04 0.25 0.05 0.26 0.05 0.08 0.05 0.48 0.04 0.08 0.05 Achie emen 0.11 0.04 0.16 0.04 0.27 0.04 0.26 0.04 0.06 0.04 0.04 0.04 Social 0.03 0.04 0.22 0.04 0.15 0.04 0.18 0.04 0.09 0.04 0.20 0.04 Bo edom –0.13 0.03 0.08 0.04 0.07 0.04 0.20 0.04 0.10 0.04 0.02 0.04 Rewa d 0.10 0.04 −0.03 0.05 −0.06 0.04 0.03 0.05 −0.02 0.04 0.08 0.05 R2 0.48 0.27 0.26 0.25 0.31 0.21 p < 0.05 a e bolded, p < 0.01 a e bolded and i alicized, and p < 0.001 a e bolded, i alicized, and unde lined. Vahlo e al. Game ul Mo i a ion o Au onomous Lea ne s F on ie s in Psychology | www. on ie sin.o g 17 Feb ua y 2022 | Volume 13 | A icle 825840 TABLE8 | The di ec e ec s o expe ienced game ulness and indi ec e ec s o mo i es on lea ning. Di ec E ec s Lea ning he Topic Lea ning Me hod C i ical Re lec ion Be a SD Be a SD Be a SD Pu pose ul Play 0.57 0.04 0.33 0.05 0.21 0.05 Abso p ion 0.02 0.04 −0.02 0.05 0.17 0.06 E o 0.10 0.03 0.16 0.04 0.17 0.05 Social connec edness −0.08 0.04 0.14 0.05 0.27 0.06 Guided −0.01 0.04 −0.06 0.05 −0.14 0.06 Compe i ion −0.12 0.04 −0.06 0.05 0.04 0.06 Indi ec E ec s Lea ning he Topic Lea ning Me hod C i ical Re lec ion Mo i es Be a SD Be a SD Be a SD Capabili y 0.12 0.02 0.12 0.02 0.12 0.03 Au o elic 0.27 0.02 0.18 0.03 0.24 0.04 Achie emen 0.02 0.02 0.03 0.02 0.06 0.03 Social 0.00 0.02 0.05 0.02 0.10 0.03 Bo edom −0.10 0.02 −0.04 0.02 0.01 0.03 Rewa d 0.06 0.02 0.04 0.02 0.03 0.03 p < 0.05 a e bolded, p < 0.01 a e bolded and i alicized, and p < 0.001 a e bolded, i alicized, and unde lined. FIGURE2 | S uc u al model o in es iga ing he di ec e ec s o expe ienced game ulness and indi ec e ec s o explici mo i es on lea ning ou comes. Vahlo e al. Game ul Mo i a ion o Au onomous Lea ne s F on ie s in Psychology | www. on ie sin.o g 18 Feb ua y 2022 | Volume 13 | A icle 825840 on he Pu pose ul Play ac o (au onomy, pu pose ul goal, challenge, and eedback) whe eas equen ly occu ing elemen s o game expe iences (Social, Guided, Compe i ion, Abso p ion, and E o ) each o med a ac o o hei own. This is an impo an in e p e a ion since Pu pose ul Play was e ealed o be he ac o ha had a mo e signi ican e ec on lea ning han he o he ac o s o GAMEFULQUEST. Pu pose ul Play did no only p edic lea ning ou comes bu his dimension was also mo e s ongly co ela ed wi h a ec i e, beha io al, and cogni i e engagemen han he o he aspec s o expe ienced game ulness (Table6). Again, he esul s e ealed ha no all ac o s o GAMEFULQUEST we e meaning ully co ela ed wi h engagemen (H3a). Compe i ion, o ins ance, was no co ela ed a all wi h a ec i e and cogni i e engagemen , and only weakly wi h beha io al engagemen . Ou in es iga ion on how mo i es we e associa ed wi h engagemen u he mo e e ealed ha he Au o elic mo i e was he s onges p eceden o bo h a ec i e and beha io al engagemen whe eas Capabili y and Au o elic bo h p edic ed a highe cogni i e engagemen in a lea ning expe ience. Bu i was ound again ha no all mo i es we e posi i ely ela ed o engagemen . The Social mo i e, o ins ance, was no associa ed wi h engagemen a all, and he Bo edom mo i e p edic ed a lowe le el o a ec i e, beha io al, and cogni i e engagemen (H3b). Fu he mo e, i was ound ha all ou MICI dimensions, which ela e o mo i a ional suppo p o ided by he ins uc ional con ex , s ongly co ela ed wi h he Pu pose ul Play ac o . Only MICI’s Au onomy Suppo dimension also had signi ican co ela ions o Social and Guided ac o s. This esul implies ha Pu pose ul Play exhibi ed a posi i e associa ion wi h expe ien ial dimensions o ins uc ional suppo and hus a guably con ibu ed s ongly o he mo i a ional clima e o lea ning. A eg ession be ween pa icipa ion mo i es o an au onomous lea ne and expe ienced game ulness o a lea ning si ua ion e ealed ha mo i es a e clea ly ela ed o how he lea ning si ua ion is expe ienced and play ully o ganized by he lea ne . The Au o elic mo i e s ongly p edic ed Pu pose ul Play and Abso p ion. The mo i e o Capabili y was associa ed wi h expe ienced E o , and he Achie emen mo i e wi h el Compe i ion. Again, no all mo i es p edic ed expe ienced game ulness (e.g., Rewa d), and all mo i e ac o s we e uniquely associa ed wi h GAMEFULQUEST dimensions (H4). The mos s iking e ec e ealed in his s udy is also he mos in e es ing and po en . Au o elic was he main p eceden o Pu pose ul Play, which was he mos signi ican p edic o o lea ning ou comes. These indings e ec i ely e eal ha expe ienced game ulness is no o be ega ded as a quali y applicable only o games o gami ied si ua ions. Ins ead, aspec s o game ulness a e p esen ac oss lea ning si ua ions, bu hey a e also unequal om he pe spec i e o expec ed lea ning ou comes. Implica ions All in all, his esea ch has shed ligh on unde s anding mo i es no only as p edisposi ions o engagemen (c ., Th ash e  al., 2012), bu a he as me a- egula i e esou ces ha a e immanen ly and dynamically in ol ed du ing ac i i ies o he whole lea ning p ocess. In o he wo ds, mo i es o pa icipa ing in lea ning we e no de ached om con ex ual engagemen . On he basis o he esul s, we would a gue ha he ela ionship be ween mo i es and engagemen is ecip ocal and co-cons i u i e in na u e. I seems ha mo i es a e en angled wi h he expe ience o lea ning and, o example, how his expe ience is s uc u ed in e ms o play ulness. As we ha e discussed ea lie in his pape , play ul mo i es ep esen only one, albei e y impac ul, domain o mo i a ional disposi ions (i.e., mo i a ion backg ound) ha has such a capaci y o con ibu e o he o ganiza ion o con ex ual expe iences. Fo example, wi h he Capabili y mo i e, which pa icula ly ela ed o he de elopmen o one’s compe ence, he e was a ela ed emphasis on si ua ionally expe iencing E o . Ou sugges ion is ha u u e s udies in es iga ing mo i es and engagemen should mo e b oadly u he in es iga e he co-cons i u ional na u e o mo i es du ing engagemen wi h lea ning ac i i ies. In ega d o p ac ical implica ions, he esul s o his s udy s ongly pu o wa d an idea ha play ulness o game ulness does no ha e o beexplici ly mani es ed in he design o he cou se ma e ial o he lea ning en i onmen . As weha e seen in his pa icula case, play ulness was exhibi ed as a p ominen expe ien ial aspec o pa icipa ing in an online cou se, e en hough he cou se was no in en ionally gami ied. In o he wo ds, play ulness seemed o eme ge as a p ope y o he lea ne ’s in en and he pe sonal ways o o ganizing he lea ning expe ience. This ap ly eminds us o Sica ’s (2014, p. 11) asse ion ha “play is app op ia i e, in ha i akes he con ex in which i exis s and canno be o ally p ede e mined by such con ex .” In p ac ice, i means ha gami ica ion o lea ning, hence implemen ing game-like elemen s in he lea ning ac i i ies o he con ex , does no de e mine play ul/game ul expe iences. Gami ica ion, a he , is abou cons uc ing he lea ning en i onmen s in a manne ha a o ds play, ha is, p omo es (o a leas a oids denying) he possibili y o play ul/game ul a i udes and expe iences o he au onomous lea ne . Limi a ions and Fu u e Resea ch Di ec ions The p esen wo k has ce ain limi a ions ha should be conside ed when in e p e ing i s esul s and making conclusions. One o he p ominen limi a ions ela es o he ac ha , ins ead o adop ing a longi udinal me hodological app oach, only a single poin o measu emen was used o in es iga ing di e en phases o he lea ning p ocess. Ano he hing o keep in mind is ha he p esen s udy ocused on he use s o only a single MOOC. In he u u e, simila esea ch design should be eplica ed in s udies ha a e a ge ed a di e en ypes o lea ning, o gaining a be e unde s anding o he e ec o di e en con ex s in e ms o di e en pedagogical app oaches, lea ning opics, and mo i a ional clima es. I is also impo an o conside eplica ing he su ey in a mo e expe imen al ashion, o ins ance in he immedia e si ua ion in which lea ning akes place. By doing so, he impac o mo i es on he ongoing expe ience could be in es iga ed by making use o mul i-me hod app oaches including psycho- physiological measu es and quali a i e in e iews. Mo eo e , Vahlo e al. Game ul Mo i a ion o Au onomous Lea ne s F on ie s in Psychology | www. on ie sin.o g 19 Feb ua y 2022 | Volume 13 | A icle 825840 compa a i e s udies could also be a ge ed owa d he use s o (en e ainmen ) game applica ions, and hei expe iences ega ding mo i a ional de elopmen . In e ms o play ulness, we may conside ou s udy as an empi ical case o Masek and S en os’s (2021) concep ual syn hesis. Hence, ou indings illus a e how play ulness is ecip ocally p esen in he mo i a ional o ien a ion ha di ec s ou con ex ual ac ions, as well as in he ways hese con ex ual ac ions o ganize ou expe iences. The indings p o ide suppo o his concep ual amewo k in which play ulness is seen wi hin wo on ological s ances—as an a i ude and an ac i i y—bo h o which a e ied o con ex ual engagemen . And inally, in e ms o he basic need sa is ac ion o he sel -de e mina ion heo y (Deci and Ryan, 1991), ou indings also emind us esea che s no o conside basic needs, ega ding au onomy, compe ence and ela edness, me ely as backg ound ac o s o mo i a ion, bu a he as me a- egula i e esou ces o con inuous mo i a ional de elopmen . DATA AVAILABILITY STATEMENT The aw da a suppo ing he conclusions o his a icle will be made a ailable by he au ho s, wi hou undue ese a ion. ETHICS STATEMENT E hical e iew and app o al was no equi ed o he s udy on human pa icipan s in acco dance wi h he local legisla ion and ins i u ional equi emen s. W i en in o med consen om he pa icipan s’ legal gua dian/nex o kin was no equi ed o pa icipa e in his s udy in acco dance wi h he na ional legisla ion and he ins i u ional equi emen s. AUTHOR CONTRIBUTIONS JV, KT, and TV con ibu ed o concep ion, design o he s udy, and w o e sec ions o he manusc ip . JV o ganized he da a and pe o med and epo ed he s a is ical analyses. All au ho s con ibu ed o manusc ip e ision, ead, and app o ed he submi ed e sion. FUNDING This wo k is unded by Business Finland, he go e nmen o ganiza ion o inno a ion unding (9214/31/2019). ACKNOWLEDGMENTS The au ho s would like o exp ess hei g a i ude o all he pa icipan s in he s udy and would speci ically like o hank Oska i Koskela, Mikko Myllykoski, and An i Päi inen o hei help in planning and o ganizing he s udy. The au ho s also wish o hank all he collabo a ing pa ne s a Reak o and Uni e si y o Helsinki o hei aluable suppo . REFERENCES Aa se h, E. (2007). “I ough he law: ansg essi e play and he implied playe ,” in DiGRA '07–P oceedings o he 2007 DiGRA In e na ional Con e ence: Si ua ed Play, The Uni e si y o Tokyo; Sep embe , 2007, 130–133. Adams, E. (2014). Fundamen als o Game Design. 3 d Edn. San F ancisco: New Ride s. Ames, C. (1992). Class ooms: goals, s uc u es, and s uden mo i a ion. J. Educ. 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