Identifying Student Types in a Gamified Learning Experience

Author:

Barata Gabriel1,Gama Sandra1,Jorge Joaquim1,Gonçalves Daniel1

Affiliation:

1. Department of Computer Science and Engineering, INESC-ID / Instituto Superior Técnico, Universidade de Lisboa, Lisbon, Portugal

Abstract

Gamification of education is a recent trend, and early experiments showed promising results. Students seem not only to perform better, but also to participate more and to feel more engaged with gamified learning. However, little is known regarding how different students are affected by gamification and how their learning experience may vary. In this paper the authors present a study in which they analyzed student data from a gamified college course and looked for distinct behavioral patterns. The authors clustered students according to their performance throughout the semester, and carried out a thorough analysis of each cluster, regarding many aspects of their learning experience. They clearly found three types of students, each with very distinctive strategies and approaches towards gamified learning: the Achievers, the Disheartened and the Underachievers. A careful analysis allowed them to extensively describe each student type and derive meaningful guidelines, to help carefully tailoring custom gamified experiences for them.

Publisher

IGI Global

Subject

Developmental and Educational Psychology,Education

Cited by 11 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Should I Play or Should I Go?;Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations;2022

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3. Pokémon GO as a Cognitive and Societal Development Tool for Personalised Learning;Research Anthology on Developments in Gamification and Game-Based Learning;2022

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5. Adapting gamified learning systems using educational data mining techniques;Computer Applications in Engineering Education;2020-03-21

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