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 in | Smart learning environments Vol. 7; no. 1; pp. 1 - 11 |
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Main Authors | , , , , |
Format | Journal Article |
Language | English |
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 |
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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 |
Author_xml | – sequence: 1 givenname: Rodrigo surname: Smiderle fullname: Smiderle, Rodrigo organization: Programa de Pós-graduação em Computação Aplicada (PPGCA) - University of Vale do Rio dos Sinos (UNISINOS) – sequence: 2 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) – sequence: 5 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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Cites_doi | 10.1016/j.compedu.2014.05.005 10.1007/978-3-319-19773-9_82 10.1109/latice.2014.10 10.1145/2658537.2658692 10.1145/2858036.2858515 10.1016/j.chb.2015.08.048 10.1109/icalt.2019.00023 10.1145/2513456.2513469 10.1037/1040-3590.4.1.26 10.1145/2538862.2538921 10.1186/s41239-017-0042-5 10.1016/j.compedu.2014.08.019 |
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Copyright | Smiderle et al. 2020 Smart Learning Environments is a copyright of Springer, (2020). All Rights Reserved. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. |
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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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