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How Personalization Affects Motivation in Gamified Review Assessments

Personalized gamification aims to address shortcomings of the one-size-fits-all (OSFA) approach in improving students’ motivations throughout the learning process. However, studies still focus on personalizing to a single user dimension, ignoring multiple individual and contextual factors that affec...

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Autores principales: Rodrigues, Luiz, Palomino, Paula T., Toda, Armando M., Klock, Ana C. T., Pessoa, Marcela, Pereira, Filipe D., Oliveira, Elaine H. T., Oliveira, David F., Cristea, Alexandra I., Gasparini, Isabela, Isotani, Seiji
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer New York 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9838401/
https://www.ncbi.nlm.nih.gov/pubmed/36685293
http://dx.doi.org/10.1007/s40593-022-00326-x
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author Rodrigues, Luiz
Palomino, Paula T.
Toda, Armando M.
Klock, Ana C. T.
Pessoa, Marcela
Pereira, Filipe D.
Oliveira, Elaine H. T.
Oliveira, David F.
Cristea, Alexandra I.
Gasparini, Isabela
Isotani, Seiji
author_facet Rodrigues, Luiz
Palomino, Paula T.
Toda, Armando M.
Klock, Ana C. T.
Pessoa, Marcela
Pereira, Filipe D.
Oliveira, Elaine H. T.
Oliveira, David F.
Cristea, Alexandra I.
Gasparini, Isabela
Isotani, Seiji
author_sort Rodrigues, Luiz
collection PubMed
description Personalized gamification aims to address shortcomings of the one-size-fits-all (OSFA) approach in improving students’ motivations throughout the learning process. However, studies still focus on personalizing to a single user dimension, ignoring multiple individual and contextual factors that affect user motivation. Unlike prior research, we address this issue by exploring multidimensional personalization compared to OSFA based on a multi-institution sample. Thus, we conducted a controlled experiment in three institutions, comparing gamification designs (OSFA and Personalized to the learning task and users’ gaming habits/preferences and demographics) in terms of 58 students’ motivations to complete assessments for learning. Our results suggest no significant differences among OSFA and Personalized designs, despite suggesting user motivation depended on fewer user characteristics when using personalization. Additionally, exploratory analyses suggest personalization was positive for females and those holding a technical degree, but negative for those who prefer adventure games and those who prefer single-playing. Our contribution benefits designers, suggesting how personalization works; practitioners, demonstrating to whom the personalization strategy was more or less suitable; and researchers, providing future research directions. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s40593-022-00326-x.
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spelling pubmed-98384012023-01-17 How Personalization Affects Motivation in Gamified Review Assessments Rodrigues, Luiz Palomino, Paula T. Toda, Armando M. Klock, Ana C. T. Pessoa, Marcela Pereira, Filipe D. Oliveira, Elaine H. T. Oliveira, David F. Cristea, Alexandra I. Gasparini, Isabela Isotani, Seiji Int J Artif Intell Educ Article Personalized gamification aims to address shortcomings of the one-size-fits-all (OSFA) approach in improving students’ motivations throughout the learning process. However, studies still focus on personalizing to a single user dimension, ignoring multiple individual and contextual factors that affect user motivation. Unlike prior research, we address this issue by exploring multidimensional personalization compared to OSFA based on a multi-institution sample. Thus, we conducted a controlled experiment in three institutions, comparing gamification designs (OSFA and Personalized to the learning task and users’ gaming habits/preferences and demographics) in terms of 58 students’ motivations to complete assessments for learning. Our results suggest no significant differences among OSFA and Personalized designs, despite suggesting user motivation depended on fewer user characteristics when using personalization. Additionally, exploratory analyses suggest personalization was positive for females and those holding a technical degree, but negative for those who prefer adventure games and those who prefer single-playing. Our contribution benefits designers, suggesting how personalization works; practitioners, demonstrating to whom the personalization strategy was more or less suitable; and researchers, providing future research directions. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s40593-022-00326-x. Springer New York 2023-01-10 /pmc/articles/PMC9838401/ /pubmed/36685293 http://dx.doi.org/10.1007/s40593-022-00326-x Text en © International Artificial Intelligence in Education Society 2023, Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Article
Rodrigues, Luiz
Palomino, Paula T.
Toda, Armando M.
Klock, Ana C. T.
Pessoa, Marcela
Pereira, Filipe D.
Oliveira, Elaine H. T.
Oliveira, David F.
Cristea, Alexandra I.
Gasparini, Isabela
Isotani, Seiji
How Personalization Affects Motivation in Gamified Review Assessments
title How Personalization Affects Motivation in Gamified Review Assessments
title_full How Personalization Affects Motivation in Gamified Review Assessments
title_fullStr How Personalization Affects Motivation in Gamified Review Assessments
title_full_unstemmed How Personalization Affects Motivation in Gamified Review Assessments
title_short How Personalization Affects Motivation in Gamified Review Assessments
title_sort how personalization affects motivation in gamified review assessments
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9838401/
https://www.ncbi.nlm.nih.gov/pubmed/36685293
http://dx.doi.org/10.1007/s40593-022-00326-x
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