Gamification and player type: Relationships of the HEXAD model with the learning experience

被引:0
|
作者
Sipone, Silvia [1 ]
Abella, Victor [2 ]
Rojo, Marta [3 ]
Moura, Jose Luis [4 ]
机构
[1] Univ Burgos, Educ & Sustainable Mobil, C de Villadiego S-N, Burgos 09001, Spain
[2] Univ Burgos, Educ Technol, Burgos, Spain
[3] Univ Burgos, Transport, Burgos, Spain
[4] Univ Cantabria, Transport, Santander, Spain
来源
关键词
Gamification; Hexad scale; ClassCraft; Learning; Primary education; EDUCATION;
D O I
10.1007/s44322-024-00021-w
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Gamification is a widely utilised educational tool designed to promote specific behaviours. An effective gamification design must consider users' experiences and perceptions to enhance engagement and participation. This research is part of a broader study that develops gamified activities to teach primary school pupils about sustainable mobility.The study investigates the relationship between player profiles, as defined by the Hexad scale, and the use of the ClassCraft platform for learning sustainable mobility concepts. The Hexad scale serves as an instrument to analyse the various motivations exhibited by each student when interacting with the gamified application. Specifically, we examine the connection between player profiles, learning levels, the components of the ClassCraft platform, and the impact of gender on this relationship.An experiment was conducted with 75 fifth-grade primary school students (aged 10-12) who used the ClassCraft platform. Several linear regression models correlated various variables with the player profiles included in the Hexad scale.The results indicate a relationship between player profiles and the variables considered: final score on the platform, number of activities completed, number of connections made, player level achieved, student satisfaction level, and learning levels. Additionally, the high percentage of socialiser profiles found among the students is perfectly in line with some of the intrinsic characteristics of the ClassCraft platform.Furthermore, the analysis revealed minimal differences between male and female players across most profiles.
引用
收藏
页数:17
相关论文
共 50 条
  • [21] Gamification: Cognitive Impact and Creating a Meaningful Experience in Learning
    Sanmugam, Mageswaran
    Abdullah, Zaleha
    Zaid, Norasykin Mohd
    2014 IEEE 6TH CONFERENCE ON ENGINEERING EDUCATION (ICEED), 2014, : 123 - 128
  • [22] From Gamification to Gameful Design and Gameful Experience in Learning
    Dichev, Christo
    Dicheva, Darina
    Angelova, Galia
    Agre, Gennady
    CYBERNETICS AND INFORMATION TECHNOLOGIES, 2014, 14 (04) : 80 - 100
  • [23] Practice Makes perfect - Gamification of a Competitive Learning Experience
    Kheirkhahzadeh, Antonio D.
    Sauer, Christian S.
    Fotaris, Panagiotis
    PROCEEDINGS OF THE 10TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2016, : 327 - 335
  • [24] Research on english E-learning teaching model based on digital entertainment and gamification experience: Interactive teaching experience
    Han, Xiao
    ENTERTAINMENT COMPUTING, 2025, 52
  • [25] A Gamification Model For E-Learning Platforms
    Kamunya, Samuel
    Maina, Elizaphan
    Oboko, Robert
    2019 IST-AFRICA WEEK CONFERENCE (IST-AFRICA), 2019,
  • [26] An Adaptive Gamification Model for E-Learning
    Kamunya, Samuel
    Mirirti, Evans
    Oboko, Robert
    Maina, Elizaphan
    2020 IST-AFRICA CONFERENCE (IST-AFRICA), 2020,
  • [27] Gamification to Enhance Learning Using Gagne's Learning Model
    Sreelakshmi, R.
    McLain, M. L.
    Rajeshwaran, Abhishek
    Rao, Bhavani
    Jayakrishnan, R.
    Bijlani, Kamal
    2015 6TH INTERNATIONAL CONFERENCE ON COMPUTING, COMMUNICATION AND NETWORKING TECHNOLOGIES (ICCCNT), 2015, : 396 - 401
  • [28] GAMIFICATION AS MEANS OF GETTING FROM e-LEARNING TO EXPERIENCE LEARNING IN ARCHITECTURE
    Niculae, Raluca
    Duda, Maria
    RETHINKING EDUCATION BY LEVERAGING THE ELEARNING PILLAR OF THE DIGITAL AGENDA FOR EUROPE!, VOL. II, 2015, : 88 - 93
  • [29] LEARNING BUSINESS ADMINISTRATION BY PLAYING: GAMIFICATION EXPERIENCE AT UNIVERSITY OF BARCELONA
    Nunez-Carballosa, Ana
    Guitart-Tarres, Laura
    Achcaoucaou, Fariza
    Miravitlles, Paloma
    Jaria Chacon, Natalia
    Cruz-Cazares, Claudio
    Huertas Garcia, Ruben
    9TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES (EDULEARN17), 2017, : 2170 - 2175
  • [30] LESSONS LEARNED FROM GAMIFICATION OF A LEARNING EXPERIENCE: A CASE STUDY
    Botha-Ravyse, Chrisna
    Lennox, Anita
    Jordaan, Dawid
    SOUTH AFRICAN JOURNAL FOR RESEARCH IN SPORT PHYSICAL EDUCATION AND RECREATION, 2018, 40 (02) : 23 - 40