After examining studies in the literature, Lepper, Sethi, Dialdin, and Drake (1997) concluded that students’ intrinsic motivation at
schools and their interests in subjects decreased with age and school, specifically third through ninth grades. They explained this systematic
decrease in intrinsic motivation with the extreme use of extrinsic rewards such as grades, with the increased decontextualization
of learning in schools as the grade level increases, and with school environments becoming more controlling and authoritative as
students seek for greater independence. In addition to significant learning outcomes, the game environment in this study impacted the
motivation of students in a direction desired by most educators and parents. When compared to the traditional school environment,
students showed statistically significant higher intrinsic motivations and statistically significant lower extrinsic motivations while learning
through the game-based learning environment. Moreover, they had a decreased focus on getting grades and were more independent
while participating in game-based activities. Such a positive motivational direction might be the result of the independent participation
of students in game activities that offered exploration, interaction, and collaboration affordances, and anchored them in meaningful realworld
events.