IMI motivation ratings after four weeks of Mangomon play were moderate (all sub-scale means below 4.00), highest for effort/importance and lowest for perceived choice¶
Claim · All claims
Evidence · 1 study · causalr1·q2
Currency · newest study 2026 · checked against its sources 2026-10-20 (automated, 1 of 1 entry) · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? All seven IMI sub-scales showed moderate motivation (M < 4.00), with effort/importance highest (M = 3.90) and perceived choice lowest (M = 3.52). → Tangkiengsirisin 2026
Evidence¶
Tangkiengsirisin 2026¶
Tangkiengsirisin, S., Taylor, P., & Thansirichaisree, P. (2026). The effects of role-playing gamification on business vocabulary learning and motivation: A study of CEFR-based language learning mobile application for Thai undergraduate students. LEARN Journal: Language Education and Acquisition Research Network, 19(1), 464-486. https://doi.org/10.70730/UFRC4620
q2 · i? · causal · r1
Descriptive analysis of a 22-item IMI questionnaire completed by the 21 participants after the post-test; all item means were below 4.00 and all SD values above 1.00, indicating dispersion in perceived motivation.
"Questionnaire results based on Intrinsic Motivation Inventory (IMI)’s seven sub -scales demonstrated a moderate level of mean scores in all subscales (M < 4.00). Effort/important was ranked the highest (M = 3.90), followed by perceived competence (M = 3.82)"
Discussion¶
Related Claims¶
- Gamification has small positive effects on cognitive, motivational and behavioral learning outcomes — the general claim this finding bears on, with the studies behind it
- Vocabulary performance shifted from B1–B2 CEFR levels at pre-test to B2–C1 at post-test after four weeks of Mangomon play — related
- Thai undergraduates' business vocabulary test scores rose from pre-test to post-test after four weeks of out-of-class role-playing gamification with Mangomon, in a single-group study with no control group — related
- Interest/enjoyment and perceived choice were the weakest motivation dimensions, suggesting Mangomon's RPG mechanics did not yet fully serve learner autonomy — related
- Undergraduate learners rated CyberAGENTS positively, with scenario authenticity highest and challenge difficulty alignment lowest — related
- The LLM evaluator score discriminates between simulated-student motivation profiles — related
- Perceived effort directly predicts use of retrieval practice, with perceived learning playing no role (Relation 1) — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
moderate-motivation-imi-mangomon |
title |
IMI motivation ratings after four weeks of Mangomon play were moderate (all sub-scale means below 4.00), highest for effort/importance and lowest for perceived choice |
description |
IMI motivation ratings after four weeks of Mangomon play were moderate (all sub-scale means below 4.00), highest for effort/importance and lowest for perceived choice |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2026 |
source_checked |
2026-10-20 |
generated |
by process:wiki-ingest on 2026-09-27 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — tangkiengsirisin-2026 |
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