2020
DOI: 10.17083/ijsg.v7i4.356
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A Fundamental Study for Gamification Design: Exploring Learning Tendencies’ Effects

Abstract: In this paper, we present the fundamental concepts, design, and preliminary findings of a personalized gamification project in the educational context. The project aims to create a balanced, gamified learning environment in which all learners are equally engaged and interested. However, finding the balance between heterogenic learners’ traits and the variety of gamification design elements is a challenging, multistep process. Therefore, this paper presents the first steps towards the design of a balanced gamif… Show more

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Cited by 13 publications
(11 citation statements)
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“…Same as in our previous work [26,27], the online JS course was used for the study setup, but with a new cohort of students. The JS course was organized as a one-month course (October to November 2019), realized within the Moodle Learning Management System (LMS) [28].…”
Section: Methodsmentioning
confidence: 99%
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“…Same as in our previous work [26,27], the online JS course was used for the study setup, but with a new cohort of students. The JS course was organized as a one-month course (October to November 2019), realized within the Moodle Learning Management System (LMS) [28].…”
Section: Methodsmentioning
confidence: 99%
“…In the absence of satisfactory evidence on the links between learning tendencies and game elements, we conducted an exploratory study to investigate gamification contribution to students' engagement by taking into account their learning tendencies [26], [27]. For that, we developed an online JavaScript (JS) course for Bachelor students in Computer Science (CS), who registered for the elective "Web Technologies" module taught every winter semester at the RWTH Aachen University.…”
Section: Related Workmentioning
confidence: 99%
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“…Students engaged in the gamified platform achieved the highest grades among their peers (Issa and Jusoh, 2019). Moreover, Zaric et al (2020) examined behavioural changes in an instructional sense but with a broader sample of 124 students. The research reflected the importance of gamification implementation in achieving higher engagement levels.…”
Section: Gamified E-learningmentioning
confidence: 99%
“…"A Fundamental Study for Gamification Design: Exploring Learning Tendencies' Effects", by Zaric et al [1], present results from a project aiming at creating a balanced, gamified learning environment in which all learners are equally engaged and interested. The paper presents the first steps towards the design of a balanced gamified environment, including a Personalized Gamification Design Model (PeGaM).…”
mentioning
confidence: 99%