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dc.contributor.authorSubirats, Laia
dc.contributor.authorNousiainen, Tuula
dc.contributor.authorHooda, Apoorwa
dc.contributor.authorRubio-Andrada, Luis
dc.contributor.authorFort, Santi
dc.contributor.authorVesisenaho, Mikko
dc.contributor.authorSacha, G. M.
dc.date.accessioned2023-02-28T08:42:26Z
dc.date.available2023-02-28T08:42:26Z
dc.date.issued2023
dc.identifier.citationSubirats, 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. <i>Applied Sciences</i>, <i>13</i>(4), Article 2269. <a href="https://doi.org/10.3390/app13042269" target="_blank">https://doi.org/10.3390/app13042269</a>
dc.identifier.otherCONVID_176938717
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/85693
dc.description.abstractStudents’ 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.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherMDPI AG
dc.relation.ispartofseriesApplied Sciences
dc.rightsCC BY 4.0
dc.subject.othergamification
dc.subject.otherhigher education
dc.subject.otheruser types
dc.titleGamification Based on User Types : When and Where It Is Worth Applying
dc.typeresearch article
dc.identifier.urnURN:NBN:fi:jyu-202302281953
dc.contributor.laitosOpettajankoulutuslaitosfi
dc.contributor.laitosKasvatustieteiden ja psykologian tiedekuntafi
dc.contributor.laitosDepartment of Teacher Educationen
dc.contributor.laitosFaculty of Education and Psychologyen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.relation.issn2076-3417
dc.relation.numberinseries4
dc.relation.volume13
dc.type.versionpublishedVersion
dc.rights.copyright© 2023 by the authors. Licensee MDPI, Basel, Switzerland.
dc.rights.accesslevelopenAccessfi
dc.type.publicationarticle
dc.subject.ysomotivaatio
dc.subject.ysoopiskelumotivaatio
dc.subject.ysopelillistäminen
dc.subject.ysokorkeakouluopetus
dc.subject.ysoopiskelu
dc.subject.ysoopiskelijat
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p4734
jyx.subject.urihttp://www.yso.fi/onto/yso/p19163
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310
jyx.subject.urihttp://www.yso.fi/onto/yso/p1246
jyx.subject.urihttp://www.yso.fi/onto/yso/p4781
jyx.subject.urihttp://www.yso.fi/onto/yso/p16486
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.3390/app13042269
jyx.fundinginformationThis 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).
dc.type.okmA1


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