The impact of gamification on students’ learning, engagement and behavior based on their personality traits

The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning. On the other hand, scientific studies have shown adverse outcomes based on the user’s preferences. The link among the user’s characte...

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Published inSmart learning environments Vol. 7; no. 1; pp. 1 - 11
Main Authors Smiderle, Rodrigo, Rigo, Sandro José, Marques, Leonardo B., Peçanha de Miranda Coelho, Jorge Arthur, Jaques, Patricia A.
Format Journal Article
LanguageEnglish
Published Singapore Springer Singapore 09.01.2020
Springer Nature B.V
SpringerOpen
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Abstract The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning. On the other hand, scientific studies have shown adverse outcomes based on the user’s preferences. The link among the user’s characteristics, executed actions, and the game elements is still an open question. Aiming to find some insights for this issue, we have investigated the effects of gamification on students’ learning, behavior, and engagement based on their personality traits in a web-based programming learning environment. We have conducted an experiment for four months with 40 undergraduate students of first-year courses on programming. Students were randomly assigned to one of the two versions of the programming learning environment: a gamified version composed of ranking, points, and badges and the original non-gamified version. We have found evidence that gamification affected users in distinct ways based on their personality traits. Our results indicate that the effect of gamification depends on the specific characteristics of users. First part title: Studying the impact of gamification on learning and engagement based on the personality traits of students
AbstractList The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning. On the other hand, scientific studies have shown adverse outcomes based on the user’s preferences. The link among the user’s characteristics, executed actions, and the game elements is still an open question. Aiming to find some insights for this issue, we have investigated the effects of gamification on students’ learning, behavior, and engagement based on their personality traits in a web-based programming learning environment. We have conducted an experiment for four months with 40 undergraduate students of first-year courses on programming. Students were randomly assigned to one of the two versions of the programming learning environment: a gamified version composed of ranking, points, and badges and the original non-gamified version. We have found evidence that gamification affected users in distinct ways based on their personality traits. Our results indicate that the effect of gamification depends on the specific characteristics of users.First part title: Studying the impact of gamification on learning and engagement based on the personality traits of students
The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning. On the other hand, scientific studies have shown adverse outcomes based on the user’s preferences. The link among the user’s characteristics, executed actions, and the game elements is still an open question. Aiming to find some insights for this issue, we have investigated the effects of gamification on students’ learning, behavior, and engagement based on their personality traits in a web-based programming learning environment. We have conducted an experiment for four months with 40 undergraduate students of first-year courses on programming. Students were randomly assigned to one of the two versions of the programming learning environment: a gamified version composed of ranking, points, and badges and the original non-gamified version. We have found evidence that gamification affected users in distinct ways based on their personality traits. Our results indicate that the effect of gamification depends on the specific characteristics of users. First part title: Studying the impact of gamification on learning and engagement based on the personality traits of students
Abstract The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning. On the other hand, scientific studies have shown adverse outcomes based on the user’s preferences. The link among the user’s characteristics, executed actions, and the game elements is still an open question. Aiming to find some insights for this issue, we have investigated the effects of gamification on students’ learning, behavior, and engagement based on their personality traits in a web-based programming learning environment. We have conducted an experiment for four months with 40 undergraduate students of first-year courses on programming. Students were randomly assigned to one of the two versions of the programming learning environment: a gamified version composed of ranking, points, and badges and the original non-gamified version. We have found evidence that gamification affected users in distinct ways based on their personality traits. Our results indicate that the effect of gamification depends on the specific characteristics of users. First part title: Studying the impact of gamification on learning and engagement based on the personality traits of students
ArticleNumber 3
Author Rigo, Sandro José
Jaques, Patricia A.
Smiderle, Rodrigo
Marques, Leonardo B.
Peçanha de Miranda Coelho, Jorge Arthur
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  givenname: Rodrigo
  surname: Smiderle
  fullname: Smiderle, Rodrigo
  organization: Programa de Pós-graduação em Computação Aplicada (PPGCA) - University of Vale do Rio dos Sinos (UNISINOS)
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  givenname: Sandro José
  surname: Rigo
  fullname: Rigo, Sandro José
  organization: Programa de Pós-graduação em Computação Aplicada (PPGCA) - University of Vale do Rio dos Sinos (UNISINOS)
– sequence: 3
  givenname: Leonardo B.
  surname: Marques
  fullname: Marques, Leonardo B.
  organization: Centro de Educação (UFAL) e Núcleo de Excelência em Tecnologias Sociais - NEES (UFAL)
– sequence: 4
  givenname: Jorge Arthur
  surname: Peçanha de Miranda Coelho
  fullname: Peçanha de Miranda Coelho, Jorge Arthur
  organization: Faculdade de Medicina (Famed/Ufal) e Laboratório de Computação Científica e Análise Numérica (LaCCAN/Ufal)
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  givenname: Patricia A.
  orcidid: 0000-0002-2933-1052
  surname: Jaques
  fullname: Jaques, Patricia A.
  email: patricia.jaques@gmail.com
  organization: Programa de Pós-graduação em Computação Aplicada (PPGCA) - University of Vale do Rio dos Sinos (UNISINOS)
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Copyright Smiderle et al. 2020
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Snippet The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their...
Abstract The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize...
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SubjectTerms Computers and Education
Education
Educational Environment
Gamification
Learning
Personality
Personality traits
Programming
Programming Environment
School environment
Students
Undergraduate Students
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Title The impact of gamification on students’ learning, engagement and behavior based on their personality traits
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