Authors:
Wad Ghaban
and
Robert Hendley
Affiliation:
School of Computer Science, University of Birmingham, B15 2TT and U.K.
Keyword(s):
Gamification, Motivation, Online Learning, Survival Analysis.
Related
Ontology
Subjects/Areas/Topics:
Computer-Supported Education
;
Distance Education
;
e-Learning
;
e-Learning Platforms
;
Game-Based and Simulation-Based Learning
;
Learning/Teaching Methodologies and Assessment
;
Simulation and Modeling
;
Simulation Tools and Platforms
;
Ubiquitous Learning
Abstract:
Gamification has been shown to enhance the motivation of learners in online courses. However, learners respond differently to gamification depending on their personalities. For this reason, it has been suggested to build a learner model that would enable a system to match gamification elements to learners’ personalities. To do this, we need to understand the relationship between gamification and personalities. Thus, two versions of a learning website have been built: one with gamification elements and the other without these elements. We measured learners’ motivation, knowledge gain, and satisfaction in both versions. The results confirm the benefit of gamification overall in enhancing learners’ motivation. However, the knowledge gain of learners was worse in the gamified version. The results vary between personalities. This finding may be explained by the optional nature of the chat and the learners’ tendency to take the initiative. Further study of more gamification elements and co
mpulsory chat might be considered.
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