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
Institute of Mathematics and Computer Sciences, University of São Paulo, São Carlos, Brazil.
HCI Games Group, University of Waterloo, Stratford, ON Canada.
Int J Artif Intell Educ. 2023 Jan 10:1-38. doi: 10.1007/s40593-022-00326-x.
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 ( and 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.
The online version contains supplementary material available at 10.1007/s40593-022-00326-x.
个性化游戏化旨在解决一刀切(OSFA)方法在提高学生整个学习过程中的动机方面的不足。然而,研究仍集中在针对单一用户维度进行个性化,而忽略了影响用户动机的多个个体和情境因素。与先前的研究不同,我们通过基于多机构样本探索与OSFA相比的多维度个性化来解决这个问题。因此,我们在三个机构中进行了一项对照实验,就58名学生完成学习评估的动机而言,比较了游戏化设计(以及与学习任务、用户游戏习惯/偏好和人口统计学特征的关系)。我们的结果表明,OSFA和个性化设计之间没有显著差异,尽管结果表明使用个性化时用户动机取决于较少的用户特征。此外,探索性分析表明,个性化对女性和拥有技术学位的人是积极的,但对喜欢冒险游戏的人和喜欢单人游戏的人是消极的。我们的贡献对设计师有益,表明个性化如何起作用;对从业者有益,展示个性化策略对哪些人或多或少适用;对研究人员有益,提供未来的研究方向。
在线版本包含可在10.1007/s40593-022-00326-x获取的补充材料。