Gamification Based on User Types: When and Where It Is Worth Applying

Author:

Subirats Laia12ORCID,Nousiainen Tuula3,Hooda Apoorwa4ORCID,Rubio-Andrada Luis5,Fort Santi1,Vesisenaho Mikko6,Sacha G. M.7

Affiliation:

1. Training Department, Eurecat—Centre Tecnològic de Catalunya, C/Bilbao, 72, 08005 Barcelona, Spain

2. ADaS Lab, Universitat Oberta de Catalunya, Rambla del Poblenou, 156, 08018 Barcelona, Spain

3. Department of Teacher Education, University of Jyväskylä, P.O. Box 35, 40014 Jyväskylä, Finland

4. Faculty of Education and Psychology, University of Jyväskylä, P.O. Box 35, 40014 Jyväskylä, Finland

5. Facultad de Ciencias Económicas y Empresariales, Universidad Autónoma de Madrid, Ciudad Universitaria de Cantoblanco, 28049 Madrid, Spain

6. Student and Academic Services, University of Jyväskylä, P.O. Box 35, 40014 Jyväskylä, Finland

7. Escuela Politécnica Superior, Universidad Autónoma de Madrid, Ciudad Universitaria de Cantoblanco, 28049 Madrid, Spain

Abstract

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.

Funder

ACC1Ó, Spain, under the project TutorIA and by Fondo Supera COVID-19

Publisher

MDPI AG

Subject

Fluid Flow and Transfer Processes,Computer Science Applications,Process Chemistry and Technology,General Engineering,Instrumentation,General Materials Science

Reference28 articles.

Cited by 4 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. The educational impact of a comprehensive serious game within the university setting: Improving learning and fostering motivation;Heliyon;2024-08

2. Framework for Enhancing Customer Service Advisor Training through Gamification;2024 14th International Conference on Cloud Computing, Data Science & Engineering (Confluence);2024-01-18

3. Optimizing Strategies for Smart Logistics in the Era of Industry 4.0: Gamification Design and Transformation of the "Last Mile";2023 IEEE 3rd International Conference on Electronic Communications, Internet of Things and Big Data (ICEIB);2023-04-14

4. Analysis of Outcomes from the Gamification of a Collaboration Intensive Course on Computer Networking Basics;Computational Science – ICCS 2023;2023

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