Adaptive Gamification for Learning Environments

In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance learners' motivation to use learning environments. However, learners react differently to specific game mechanics and...

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Published inIEEE transactions on learning technologies Vol. 12; no. 1; pp. 16 - 28
Main Authors Lavoue, Elise, Monterrat, Baptiste, Desmarais, Michel, George, Sebastien
Format Journal Article
LanguageEnglish
Published Piscataway IEEE 01.01.2019
Institute of Electrical and Electronics Engineers, Inc
The Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Institute of Electrical and Electronics Engineers
Subjects
Online AccessGet full text
ISSN1939-1382
2372-0050
DOI10.1109/TLT.2018.2823710

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Abstract In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance learners' motivation to use learning environments. However, learners react differently to specific game mechanics and little is known about how to adapt gaming features to learners' profiles. In this paper, we propose a process for adapting gaming features based on a player model. This model is inspired from existing player typologies and types of gamification elements. Our approach is implemented in a learning environment with five different gaming features, and evaluated with 266 participants. The main results of this study show that, amongst the most engaged learners (i.e., learners who use the environment the longest), those with adapted gaming features spend significantly more time in the learning environment. Furthermore, learners with features that are not adapted have a higher level of amotivation. These results support the relevance of adapting gaming features to enhance learners' engagement, and provide cues on means to implement adaptation mechanisms.
AbstractList In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance learners' motivation to use learning environments. However, learners react differently to specific game mechanics and little is known about how to adapt gaming features to learners' profiles. In this paper, we propose a process for adapting gaming features based on a player model. This model is inspired from existing player typologies and types of gamification elements. Our approach is implemented in a learning environment with five different gaming features, and evaluated with 266 participants. The main results of this study show that, amongst the most engaged learners (i.e. learners who use the environment the longest), those with adapted gaming features spend significantly more time in the learning environment. Furthermore, learners with features that are not adapted have a higher level of amotivation. These results support the relevance of adapting gaming features to enhance learners' engagement, and provide cues on means to implement adaptation mechanisms.
Audience Adult Education
Author George, Sebastien
Lavoue, Elise
Monterrat, Baptiste
Desmarais, Michel
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  organization: Université Jean Moulin Lyon 3, LIRIS, CNRS 5205, Lyon, France
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  givenname: Baptiste
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  surname: Desmarais
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  surname: George
  fullname: George, Sebastien
  email: sebastien.george@univ-lemans.fr
  organization: Le Mans Université, LIUM-EA 4023, Le Mans, France
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Adaptation to user profiles
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Snippet In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning...
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SubjectTerms Adaptation models
adaptation to user profiles
adaptive and intelligent educational systems
Adaptive systems
Adult Learning
Adults
Computer aided instruction
Computer Assisted Instruction
Computer Science
Educational Environment
Educational Games
Electronic Learning
Games
Gamification
Learner Engagement
Learning
Learning Motivation
Program Implementation
School environment
Technology for Human Learning
Time Factors (Learning)
Time on Task
Web Based Instruction
Title Adaptive Gamification for Learning Environments
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