Gamification Based on User Types : When and Where It Is Worth Applying
Subirats, L., Nousiainen, T., Hooda, A., Rubio-Andrada, L., Fort, S., Vesisenaho, M., & Sacha, G. M. (2023). Gamification Based on User Types : When and Where It Is Worth Applying. Applied Sciences, 13(4), Article 2269. https://doi.org/10.3390/app13042269
Julkaistu sarjassa
Applied SciencesTekijät
Päivämäärä
2023Tekijänoikeudet
© 2023 by the authors. Licensee MDPI, Basel, Switzerland.
Students’ motivation is one of the most relevant factors when improving the quality of the
learning process. In this context, gamification is a powerful tool for increasing motivation at all levels
of teaching. Since gamification methodologies can be applied in many different ways, personalizing
gamified activities as a function of gamification user types is a promising strategy. Knowing the
user types is also an advantage to understand the nature of learners in the class. In this article, we
present the findings from several pilot exercises, where we identified gamification user types among
students from Spain and Finland, analyzing their prevalence as a function of age, gender, country,
and field of study. We also designed a gamification experience where activities were designed to
fit the preferences of different user types. From these pilot experiences, we found that gamification
user types are only relevant when other variables, such as the difficulty of the tasks or the presence
of students who do not work well in groups, are not present. Based on our findings, we conclude
that distance learning and subjects where previous knowledge is not present are good choices when
gamifying a subject.
...
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https://converis.jyu.fi/converis/portal/detail/Publication/176938717
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This research was funded by by ACC1Ó, Spain, under the project TutorIA and by Fondo Supera COVID-19 (Project: Development of tools for the assessment in higher education in the COVID-19 confinement).Lisenssi
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