The effects of personalized gamification on students’ flow experience, motivation, and enjoyment
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user’s traits....
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Published in | Smart learning environments Vol. 9; no. 1; pp. 1 - 26 |
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Main Authors | , , , , , , |
Format | Journal Article |
Language | English |
Published |
Singapore
Springer Singapore
29.03.2022
Springer Springer Nature B.V SpringerOpen |
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Abstract | Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user’s traits. Currently, there is a dearth of research on the effect of user traits on the results of gamification. Gamer types (personality traits related to gaming styles and preferences) are considered some of the most relevant factors affecting the individual’s susceptibility to gamification. Therefore, in this study we investigate how gamer types from the BrainHex taxonomy (achiever, conqueror, daredevil, mastermind, seeker, socializer and survivor) moderate the effects of personalized/non-personalized gamification on users’ flow experience (challenge-skill balance, merging of action and awareness, clear goals, feedback, concentration, control, loss of self-consciousness and
autotelic
experience), enjoyment, perception of gamification and motivation. We conducted a mixed factorial within-subject experiment involving 121 elementary school students comparing a personalized version against a non-personalized version of a gamified education system. There were no main effects between personalization and students’ flow experience, perception of gamification and motivation, and enjoyment. Our results also indicate patterns of characteristics that can lead students to the high flow experience (e.g., those who prefer to play multiplayer have a high flow experience in both personalized and non-personalized versions). Based on our results, we provided recommendations to advance the design of gamifed educational systems. |
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AbstractList | Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user’s traits. Currently, there is a dearth of research on the effect of user traits on the results of gamification. Gamer types (personality traits related to gaming styles and preferences) are considered some of the most relevant factors affecting the individual’s susceptibility to gamification. Therefore, in this study we investigate how gamer types from the BrainHex taxonomy (achiever, conqueror, daredevil, mastermind, seeker, socializer and survivor) moderate the effects of personalized/non-personalized gamification on users’ flow experience (challenge-skill balance, merging of action and awareness, clear goals, feedback, concentration, control, loss of self-consciousness and autotelic experience), enjoyment, perception of gamification and motivation. We conducted a mixed factorial within-subject experiment involving 121 elementary school students comparing a personalized version against a non-personalized version of a gamified education system. There were no main effects between personalization and students’ flow experience, perception of gamification and motivation, and enjoyment. Our results also indicate patterns of characteristics that can lead students to the high flow experience (e.g., those who prefer to play multiplayer have a high flow experience in both personalized and non-personalized versions). Based on our results, we provided recommendations to advance the design of gamifed educational systems. Abstract Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user’s traits. Currently, there is a dearth of research on the effect of user traits on the results of gamification. Gamer types (personality traits related to gaming styles and preferences) are considered some of the most relevant factors affecting the individual’s susceptibility to gamification. Therefore, in this study we investigate how gamer types from the BrainHex taxonomy (achiever, conqueror, daredevil, mastermind, seeker, socializer and survivor) moderate the effects of personalized/non-personalized gamification on users’ flow experience (challenge-skill balance, merging of action and awareness, clear goals, feedback, concentration, control, loss of self-consciousness and autotelic experience), enjoyment, perception of gamification and motivation. We conducted a mixed factorial within-subject experiment involving 121 elementary school students comparing a personalized version against a non-personalized version of a gamified education system. There were no main effects between personalization and students’ flow experience, perception of gamification and motivation, and enjoyment. Our results also indicate patterns of characteristics that can lead students to the high flow experience (e.g., those who prefer to play multiplayer have a high flow experience in both personalized and non-personalized versions). Based on our results, we provided recommendations to advance the design of gamifed educational systems. Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user’s traits. Currently, there is a dearth of research on the effect of user traits on the results of gamification. Gamer types (personality traits related to gaming styles and preferences) are considered some of the most relevant factors affecting the individual’s susceptibility to gamification. Therefore, in this study we investigate how gamer types from the BrainHex taxonomy (achiever, conqueror, daredevil, mastermind, seeker, socializer and survivor) moderate the effects of personalized/non-personalized gamification on users’ flow experience (challenge-skill balance, merging of action and awareness, clear goals, feedback, concentration, control, loss of self-consciousness and autotelic experience), enjoyment, perception of gamification and motivation. We conducted a mixed factorial within-subject experiment involving 121 elementary school students comparing a personalized version against a non-personalized version of a gamified education system. There were no main effects between personalization and students’ flow experience, perception of gamification and motivation, and enjoyment. Our results also indicate patterns of characteristics that can lead students to the high flow experience (e.g., those who prefer to play multiplayer have a high flow experience in both personalized and non-personalized versions). Based on our results, we provided recommendations to advance the design of gamifed educational systems. |
ArticleNumber | 16 |
Audience | Elementary Education |
Author | Toda, Armando M. Isotani, Seiji Vassileva, Julita Joaquim, Sivaldo Hamari, Juho Oliveira, Wilk Palomino, Paula T. |
Author_xml | – sequence: 1 givenname: Wilk orcidid: 0000-0003-3928-6520 surname: Oliveira fullname: Oliveira, Wilk email: wilk.oliveira@usp.br organization: Institute of Mathematics and Computer Science, University of São Paulo, Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University – sequence: 2 givenname: Juho orcidid: 0000-0002-6573-588X surname: Hamari fullname: Hamari, Juho organization: Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University – sequence: 3 givenname: Sivaldo orcidid: 0000-0002-0928-560X surname: Joaquim fullname: Joaquim, Sivaldo organization: Education Center, Federal University of Alagoas – sequence: 4 givenname: Armando M. orcidid: 0000-0003-2681-8698 surname: Toda fullname: Toda, Armando M. organization: Institute of Mathematics and Computer Science, University of São Paulo, Department of Computer Science, Durham University – sequence: 5 givenname: Paula T. orcidid: 0000-0002-9730-2253 surname: Palomino fullname: Palomino, Paula T. organization: Institute of Mathematics and Computer Science, University of São Paulo – sequence: 6 givenname: Julita orcidid: 0000-0001-5050-3106 surname: Vassileva fullname: Vassileva, Julita organization: Department of Computer Science, University of Saskatchewan – sequence: 7 givenname: Seiji orcidid: 0000-0003-1574-0784 surname: Isotani fullname: Isotani, Seiji organization: Institute of Mathematics and Computer Science, University of São Paulo |
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Snippet | Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However,... Abstract Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state.... |
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SubjectTerms | Computers and Education Cooperative Learning Customization Education Elementary Education Elementary School Students Elementary Schools Experimental study Flow experience Game Based Learning Gamification Gamified education Independent Study Learner Engagement Learning Motivation Perception Personality Traits Personalized gamification Students Taxonomy User modeling |
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Title | The effects of personalized gamification on students’ flow experience, motivation, and enjoyment |
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