Abstract
Computing Education (CE) is associated with motivational issues, which might lead to poor performance and dropouts. Whereas gamification might tackle motivational issues, it must be personalized to both user and contextual characteristics to achieve its full potential. However, most guidelines for personalizing gamification are limited to a single user dimension, and the few that go beyond that limitation lack empirical evaluations comparing them to the standard, one-size-fits-all (OSFA) approach. Hence, in the context of CE, this thesis developed and validated an approach for personalizing gamification designs of educational systems to contextual and user characteristics. As a result, we generated 10 studies, two recommender systems, two datasets, a number of assessments/quizzes on CE, and data analysis plans. Those contributions might solve the issues of OSFA gamification, posing multidimensional personalization of gamification - based on both user and contextual dimensions - as the new state of the art. Furthermore, our empirical evidence reveals a new perspective in which multidimensional personalization might address equity and inclusion issues in gamified learning. Thus, this thesis informs the design of gamified practices and provides research questions and materials for future studies.
Publisher
Sociedade Brasileira de Computação
Reference12 articles.
1. Luiz Rodrigues and Seiji Isotani. 2023. When personalized gamification meets computing education: A multidimensional approach to motivate students to learn. In Anais do XXXVI Concurso de Teses e Dissertações. SBC, 50–59
2. Luiz Rodrigues, Wilk Oliveira, Armando Toda, Paula Palomino, and Seiji Isotani. 2019. Thinking Inside the Box: How to Tailor Gamified Educational Systems Based on Learning Activities Types. In Proceedings of the Brazilian Symposium of Computers on Education. SBC, 823–832.
3. Luiz Rodrigues, Paula T Palomino, Armando M Toda, Ana CT Klock, Wilk Oliveira, Anderson P Avila-Santos, Isabela Gasparini, and Seiji Isotani. 2021. Personalization improves gamification: evidence from a mixed-methods study. Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021), 1–25.
4. Luiz Rodrigues, Paula T Palomino, Armando M Toda, Ana CT Klock, Marcela Pessoa, Filipe D Pereira, Elaine HT Oliveira, David F Oliveira, Alexandra I Cristea, Isabela Gasparini, et al. 2023. How Personalization Affects Motivation in Gamified Review Assessments. International Journal of Artificial Intelligence in Education (2023), 1–38.
5. Luiz Rodrigues, Filipe Pereira, Armando Toda, Paula Palomino, Wilk Oliveira, Marcela Pessoa, Leandro Carvalho, David Oliveira, Elaine Oliveira, Alexandra Cristea, et al . 2022. Are they learning or playing? Moderator conditions of gamification’s success in programming classrooms. ACM Transactions on Computing Education (TOCE) (2022)