Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Rob van Roy is active.

Publication


Featured researches published by Rob van Roy.


Computers in Human Behavior | 2014

TV no longer commands our full attention: Effects of second-screen viewing and task relevance on cognitive load and learning from news

Anna Van Cauwenberge; Gabi Schaap; Rob van Roy

Second-screen viewing-the use of smartphones, tablets, and laptops while watching television-has increased dramatically in the last few years. Using multiple resource theory and threaded cognition theory, this study investigated the effects of second-screen viewing on cognitive load, factual recall and comprehension of news. Second, we examined the effects of relevant (i.e., looking up information related to the news story) and irrelevant (i.e., looking up information unrelated to the story) second-screen viewing on learning from news. Results from an experiment (N=85) showed that second-screen viewing led to lower factual recall and comprehension of news content than single-screen viewing. These effects were mediated by cognitive load: second-screen viewing led to a higher cognitive load than single-screen viewing, with higher cognitive load, in turn, leading towards lower factual recall and comprehension of news content. Contrary to our expectations, we found no statistically significant differences between effects of relevant and irrelevant second-screen viewing.


Serious Games and Edutainment Applications | 2017

Why Gamification Fails in Education and How to Make It Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory

Rob van Roy; Bieke Zaman

Gamification, a design technique that uses the motivational elements of games in other contexts, is increasingly looked at as a possible solution to the dropping levels of motivation observed in learners. However, previous research has presented mixed results as to the demonstration of whether gamification in education works or not. To better evaluate the potential of gamification, we argue that it is important to first focus on how gamification works. This chapter contributes to this discussion by asking three research questions, starting by specifying “What is gamification?” (Q1), to then revealing “How does gamification work?” (Q2). Looking at gamification from the perspective of self-determination theory, we show that various types of motivation guide people’s behaviour differently and point to the importance of basic psychological need satisfaction. Furthermore, the answers to our first two research questions will explain why adding game elements as external, meaningless regulations is likely to cause detrimental effects on learners’ intrinsic motivation. Finally, by cumulating these theory-informed insights, we address our last research question “How can gamification design be improved?” (Q3) and define nine gamification heuristics that account for (the interplay between) design, context and user characteristics. As such, this chapter forms a guide for researchers, educators, designers and software developers in fostering a promising future generation of gamified systems that resonates our plea for theory-driven design.


human factors in computing systems | 2018

Uses and Gratifications of Initiating Use of Gamified Learning Platforms

Rob van Roy; Sebastian Deterding; Bieke Zaman

Research on gamified educational platforms has chiefly focused on game elements motivating continued engagement, neglecting whether and why people choose to use them in the first place. Grounded in Uses & Gratifications Theory, this study therefore combined use diaries with follow-up interviews to explore the situated reasons for use of 83 students who voluntarily used a gamified online learning platform. Partial data analysis suggested a motivational threshold of gamification: game design elements don»t motivate the initiation of new use sessions per se, but are able to prolong an already started session. Some other pre-existing sought uses and gratifications are required for gamification to work, although gamification may indirectly support these. Main reasons for initiating use of a gamified learning platform were learning, curiosity, fun, need for closure, and competence.


Paper presented at the CHI '15 workshop ‘Researching Gamification: Strategies, Opportunities, Challenges, Ethics’ | 2015

Moving Beyond the Effectiveness of Gamification

Rob van Roy; Bieke Zaman


Archive | 2015

The Inclusion or Exclusion of Teaching Staff in a Gamified System: an Example of the Need to Personalize

Rob van Roy; Bieke Zaman


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2018

Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild

Rob van Roy; Sebastian Deterding; Bieke Zaman


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2018

Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective

Rob van Roy; Bieke Zaman


Computers in Education | 2018

Need-supporting gamification in education: An assessment of motivational effects over time

Rob van Roy; Bieke Zaman


Archive | 2017

Autonomously Motivating Gamification in Education: an Explorative Study

Rob van Roy; Bieke Zaman


Archive | 2017

Gamification in the Wild: Evaluating a Gamified Learning Platform

Rob van Roy; Sebastian Deterding; Bieke Zaman

Collaboration


Dive into the Rob van Roy's collaboration.

Top Co-Authors

Avatar

Bieke Zaman

Katholieke Universiteit Leuven

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Anna Van Cauwenberge

Katholieke Universiteit Leuven

View shared research outputs
Top Co-Authors

Avatar

Gabi Schaap

Radboud University Nijmegen

View shared research outputs
Researchain Logo
Decentralizing Knowledge