Understanding the Effect of Gamification on Learners with Different
Personalities
Wad Ghaban and Robert Hendley
School of Computer Science, University of Birmingham, B15 2TT, U.K.
Keywords:
Gamification, Motivation, Online Learning, Survival Analysis.
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 compulsory chat might be considered.
1 INTRODUCTION
Most learners lose their motivation in online courses
after a few weeks (Caponetto et al., 2014). For that,
gamification has been introduced as a technique to en-
hance the motivation and the knowledge gain of learn-
ers (Stott and Neustaedter, 2013). Indeed, many stud-
ies have confirmed the benefits of gamification in en-
hancing motivation and engagement in different ar-
eas, such as sports (Tondello et al., 2016), business
(Xu, 2011), health (King et al., 2013), and learning
(Dicheva et al., 2015). However, (Bergmann et al.,
2017) claims that the use of gamification has no sig-
nificant impact on learners and that most learners ex-
hibited the same performance and behaviour in gami-
fied as in traditional systems (Caponetto et al., 2014).
Further, other research has posited that gamification
may have a negative effect on some learners who find
the gamification elements annoying and boring (Fitz-
Walter et al., 2011), while others may get distracted
by these elements. Learners may busy themselves
collecting points and badges rather than concentrating
on the learning contents (Faiella and Ricciardi, 2015).
Therefore, we propose to build a learner model
that will enable us to fit the best gamification elements
to learners’ personalities (Tondello et al., 2016). To
do this, we need to understand the relationship be-
tween gamification and personality. A few studies
have tried to understand this relationship (Codish and
Ravid, 2014a) (Codish and Ravid, 2014a) (Jia et al.,
2016). These studies point to the varying effects of
gamification on different personalities. For example,
they revealed that extroverted learners prefer points,
badges and social elements such as leaderboards, con-
scientious learners do not prefer gamification ele-
ments but prefer to see their progress represented as
progress bars or levels. Gamification elements will
demotivate neurotic learners, who find these elements
boring and annoying (Codish and Ravid, 2014a) (Jia
et al., 2016).
Most of the related studies were based on self-
report questionnaires, filled in by users after complet-
ing a gamified course, about the elements they pre-
ferred and enjoyed. However, this approach may be
unreliable. These studies force learners to complete
the whole study which misses the main aim of gam-
ification. In addition, this kind of research ignores
learners who dropout in the middle of the experiment.
This may bias the results because these dropout learn-
ers may be the most important participants to con-
sider, and it is essential to understand the reasons for
their dropping out.
To address this issue, (Ghaban and Hendley, 2018)
applied a more objective approach by using the
dropout rate as a proxy for learners’ motivation. They
assumed that more motivated learners would use the
392
Ghaban, W. and Hendley, R.
Understanding the Effect of Gamification on Learners with Different Personalities.
DOI: 10.5220/0007730703920400
In Proceedings of the 11th International Conference on Computer Supported Education (CSEDU 2019), pages 392-400
ISBN: 978-989-758-367-4
Copyright
c
2019 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
system for a longer duration. However, they only used
a limited number of gamification elements. In addi-
tion, they did not consider learners’ knowledge gain.
For that, in this research, we aim to include a greater
number of gamification elements. We will also assess
learners’ knowledge gain and satisfaction.
We hypothesise that, overall, learners will bene-
fit from gamification as it will help to enhance learn-
ers’ motivation. Further, we hypothesise that gami-
fication’s effects on different personalities will vary.
Highly conscientious learners always have their own
trigger to motivate them. For that, we hypothesise that
the behaviour of the highly conscientious learners will
be the same in the gamified and the non-gamified ver-
sions. On the other hand, certain other personalities,
such as highly extroverted and high agreeable ones,
will be more motivated by the gamified version. In
contrast, neurotic learners will dislike and be demoti-
vated by gamification elements.
The results supported our hypotheses. Overall,
learners were more motivated when gamification el-
ements were present. Results varied depending on
learners’ personalities, but in most cases, gamification
was shown to motivate learners. Some personalities
showed significant benefit in this area, such as highly
extroverted and highly agreeable learners, while oth-
ers demonstrated little benefit, such as highly neurotic
learners. However, we noticed that highly extroverted
learners have less knowledge gain in the gamified ver-
sion. These results indicate that some personalities
stayed for a longer duration in the gamified version
and are satisfied with it. However, their progress was
lower than that of other learners. These individuals
spent their time in the gamified version chatting and
interacting rather than concentrating on the course
materials. After analysing the nature of the topics dis-
cussed in the social component, we found that most of
the topics were irrelevant to the courses and related to
travel and fashion.
2 BACKGROUND
Motivating learners in the online courses is consid-
ered an important factor in ensuring their success
(Isaksen and Ramberg, 2005). (Dicheva et al., 2015)
pointed out that a lack of motivation is the primary
reason for dropping out of online courses. There are
many theories used to explain motivation (Isaksen and
Ramberg, 2005). Self-determination theory (SDT) is
one of the most popular theories used in learning and
education that is proposed by (Ryan and Deci, 2000).
They stated that if individuals seek challenge, they
will continually and actively gain expertise and ex-
perience, adding that to ensure learners’ motivation,
three elements must be considered: autonomy (i.e.
experience and control), competence (i.e. effective-
ness and ability), and relatedness (i.e. feelings of be-
longing and connectedness) (Isaksen and Ramberg,
2005). (Ryan and Deci, 2000) also split motivation
into two categories: intrinsic and extrinsic. On the
one hand, intrinsically motivated learners do not need
any external re-enforcements. Learners carry out an
activity because it is worthwhile or has a value for
them. On the other hand, extrinsic motivation is de-
fined as the external reason for learners’ undertak-
ing an activity. Extrinsic motivation can be divided
into the following categories, (Isaksen and Ramberg,
2005):
External regulation: the learner performs the ac-
tivity to receive a reward or to avoid punishment.
Introjection: the learner performs the activity to
meet the expectations of others.
Identified regulation: the learner performs the ac-
tivity to obtain a result of personal value to the
learner.
Integrated regulation: the learner performs the ac-
tivity to potentially satisfy a psychological need
of that learner
2.1 Gamification
To address the lack of motivation and engagement in
learners in online courses, researchers have suggested
using gamification as an effective technique. Gamifi-
cation is defined as the use of game elements, such as
points and badges, in non-game contexts (Codish and
Ravid, 2014a) (Sim
˜
oes et al., 2013). (Bergmann et al.,
2017) showed that gamification does not involve a
complete game. Learners earn points, badges and re-
wards for performing an activity. In addition, learn-
ers can compete and collaborate with other learners
by using a leaderboard or by publishing their results
on social media. In gamification, learners feel that
they are involved in a game, so they are less likely
to fear failure. Further, the instant feedback can en-
hance intrinsic motivation for some learners (Codish
and Ravid, 2014a).
Research has shown the benefits of gamification
for enhancing learners’ motivation and engagement.
(Cheong et al., 2013) developed their QuickQuiz to
motivate learners. After four weeks, the researchers
asked the learners about their motivation. They found
that 77 percent of learners were motivated by the gam-
ification. (Barata et al., 2011) asked learners to use
two versions of a website: a gamified and a non-
gamified version. Afterward, they asked the learn-
Understanding the Effect of Gamification on Learners with Different Personalities
393
ers about their motivation. They found that learn-
ers using the gamified version were more satisfied.
(Merry et al., 2012) confirmed these results. They
showed that gamification enhanced the level of sat-
isfaction and the performance of learners. However,
some researchers have pointed out the negative ef-
fects of gamification, especially in long-term courses.
Some researchers have demonstrated that gamifica-
tion can be annoying and boring for some learners
(Jia et al., 2016), while other learners get distracted by
collecting points and badges rather than focusing on
learning content (Codish and Ravid, 2014a) (Codish
and Ravid, 2014b) (Jia et al., 2016). For that reason, it
has been suggested to build a learner model that can
adapt gamification elements to learners’ characteris-
tics (Tondello et al., 2016) which can be either states
or traits (Caponetto et al., 2014). However, effectively
adapting to states and emotions may be unreliable be-
cause those qualities change frequently (Shen et al.,
2009), while using personality traits may be more ef-
fective (Caponetto et al., 2014). (Shoda and Mischel,
1998) confirmed that, over time, personality is more
stable.
2.2 Personality
Personality can be defined as a set of traits that are
used to describe how individuals interact with the out-
side world (Hofstee, 1994). There are different theo-
ries used to describe and classify personality. For ex-
ample, the Myers-Briggs Type Indicator, and the Big
Five personality traits or five-factor model. In this
research, the Big Five will be used because it is the
most common theory used in similar research (Hofs-
tee, 1994).
2.2.1 Big Five Model
The Big Five personality traits or the five-factor
model divides individuals’ personalities into five
traits: conscientiousness, extroversion, agreeable-
ness, neuroticism and openness to experience (Hof-
stee, 1994). The first trait is conscientiousness. Per-
sonalities associated with this trait tend to be care-
ful, hard-working, responsible, and organized. A
large body of research has been dedicated to inves-
tigating the strong relationship between this trait and
academic and work achievement (Judge et al., 1999)
(Hogan and Hogan, 1989). The second trait is extro-
version. Individuals exhibiting this personality trait
are described as social, active and energetic. These in-
dividuals are usually the leaders of their groups, and
they like challenging activities. The trait of agree-
ableness is associated with being loving, helpful trust-
ing, friendly and kind. The fourth trait is neuroticism
or emotional instability. Individuals who exhibit this
personality trait are usually anxious, depressed, an-
gry, embarrassed, emotional, worried and insecure.
Finally, openness to experience, or intellectuality, is
associated with being imaginative, curious and open-
minded (Judge et al., 1999).
2.2.2 Big Five Model Instrument
Many instruments have been developed to measure
learners’ personalities according to the Big Five
model. The most popular instruments are the NEO
Five-Factor Inventory (NEO-FFI) and the Big Five In-
ventory (BFI). There are many versions of the NEO-
FFI. One of these versions is called the NEO-PI,
which contains 181 self-reported questions, and an-
other version has 240 questions (Costa Jr, 1992).
However, the number of questions makes using these
instruments difficult. Therefore, these instruments
have been modified into several shorter versions, but
the problem with them is their unreliability. Addition-
ally, these instruments are not free to use (Aluja et al.,
2005). For these reasons, most research in this area
uses the BFI, which consists of 46 questions and is
free to use. Additionally, there are many versions of
this instrument. A number of versions have been de-
veloped for learners of different ages: some are for
adults and others are for children. Also, many ver-
sions have been translated into other languages, such
as Chinese and German (John et al., 1991). In this re-
search, we will use the 46-question BFI, specifically,
the version developed for children under 18 years old.
2.3 Related Work
Few research studies have examined the relationship
between elements of gamification and learners’ per-
sonalities. One such study, by (Codish and Ravid,
2014a), focused on a single dimension of person-
ality, extraversion. In their study, the researchers
asked learners to use a gamified learning system, af-
ter which they asked the learners about their preferred
elements. They found that extroverts enjoyed more of
the gamification elements than did introverted learn-
ers. Extroverted learners were more likely to enjoy
collecting points, badges and rewards. In a follow-
up study, the researchers incorporated all personality
dimensions (Codish and Ravid, 2014b). They devel-
oped a pen and paper prototype with gamification el-
ements and asked participants about their favourite
elements. They found that highly introverted learn-
ers and highly agreeable learners preferred badges,
while highly extroverted learners preferred rewards.
They also found that those high in conscientiousness
did not need gamification elements for motivation -
CSEDU 2019 - 11th International Conference on Computer Supported Education
394
they were motivated by their ambition to complete the
task - but the authors argued that the progress bar and
levels related to achievement were still preferred by
highly conscientious learners.
Another study, by (Jia et al., 2016), required
learners to complete two questionnaires: one related
to their personality and the other about the most
helpful gamification elements. The study showed
that highly agreeable learners preferred challenge el-
ements, while highly conscientious ones preferred
progress levels. Learners low in neuroticism preferred
points, badges and progress, while those low in open-
ness liked the use of avatars.
Most of the previous studies were based on self-report
questionnaires obtained from learners who completed
the whole experiment. Using such an approach may
provide unreliable results. Forcing learners to com-
plete the experiment may miss the main goal of gami-
fication. In addition, ignoring learners who dropout in
the middle of experiment from the analysis may bias
the results. Thus, (Ghaban and Hendley, 2018) pro-
vide a more objective approach by using the dropout
rate as a proxy for motivation. They study the in-
fluence of the gamification on learners’ motivation in
the gamified and non-gamified versions. Their results
pointed to the benefit from gamification in enhancing
the motivation of learners. However, in their research
they used a limited number of gamification elements.
For that, in this study we will use more gamification
elements and we will also consider learners’ knowl-
edge gain and satisfaction.
3 METHOD
This study aimed to determine how different person-
alities respond to gamification elements. Toward that
end, the learners’ motivation, knowledge gained from
the course and satisfaction level were measured.
Setup: We built a learning website to teach students
how to use Microsoft Excel. The course consisted of
15 lessons, starting with simple topics, such as draw-
ing tables and visualising graphs. From there, the
course progressed to high-level topics, such as math-
ematical and logical functions. We built two iden-
tical versions of the website: one version included
gamification elements and the other version did not
include these elements. In the gamified version, we
used points, badges, a leader board and a chat. In the
course, there is a quiz after each lesson, and when a
question is answered correctly, a learner is assigned
one point. After collecting ve points, the learner
can earn a badge, and the number of badges acquired
is used to move the learner’s position on the leader
board. Moreover, in the gamified version, there is a
button called ’Talk to a friend’, which the learner can
click to start chatting with other learners. The learn-
ers thought they were talking to a friend, whereas they
were actually talking to the researcher. We did this to
control the experiment and to be able to analyse the
nature of the topics discussed with the learner.
At the beginning of the experiment, we asked
the learners to register on the website and set up
a username and password. We also asked them
to provide us with demographic information (age
and gender), to take the Big Five Inventory (BFI)
personality test and a pre-test, which included eight
questions related to Microsoft Excel to measure their
knowledge.
Participants: Before running the experiment, we
received approval, in accordance with ethical stan-
dards, from four different schools in Saudi Arabia.
Then, we sent a consent form to the participants’
parents to explain the purpose of the experiment
and to inform them that all the collected data would
be anonymous and secure. The learners and their
parents were made aware that the learners were free
to withdraw from the experiment at any time. After
obtaining informed consent from the schools and
the parents, we conducted the experiment with 194
participants (91 boys, 103 girls), ranging in age from
16 to 18.
The Classification of Personalities: Because the
study aimed to determine the influence of gamifica-
tion on different personalities, we classified each per-
sonality dimension based on the score obtained from
the BFI personality test into high, average and low.
To accomplish this, we drew a histogram that shows
the values of the personality dimension in the x-axis
and the frequency of the learners with that personal-
ity type in the y-axis. Then, we classified the learners
who are lower than µ σ as low. Learners who are
assigned values for a specific personality trait above
µ + σ are considered to exhibit the high extreme of
that personality trait. Figure 1 shows the classification
of an individual with a conscientiousness personality.
Histogram of Exp2Table$con
Exp2Table$con
Frequency
0 1 2 3 4 5
0 10 20 30 40
The value of the
personality
!
!+"
!-"
Figure 1: The classification of the learners with conscien-
tiousness personality.
Understanding the Effect of Gamification on Learners with Different Personalities
395
Procedure: After obtaining approval from the learn-
ers and their parents, we asked the learners to fill out
a registration form to obtain their demographic infor-
mation. We also asked them to complete a BFI per-
sonality test and a Microsoft Excel pre-test. Then, we
divided the learners equally into the two groups, bal-
anced on age, gender, type of personality (obtained
from the BFI personality test) and knowledge level
(obtained from the pre-test). Later, we asked the
learners to use the learning website any time they
liked. The learners were free to dropout of the study
at any time. After seven weeks, most of the learn-
ers had either dropped out of the course or completed
it. Thus, in order to have more understanding of the
behaviour of different personalities toward gamifica-
tion, after two months, we asked the learners to take
a post-test that has the same number of questions as
the pre-test. We then calculated the knowledge gain
of the learners using the following formula:
Learners’ knowledge gain = Learners’ post-test -
learners’ pre-test
At the same time, we measured the learners’
satisfaction levels using the e-learner satisfaction
tool (ELS) (Wang, 2003). This tool considers
many components, such as the system interface,
the learning content and system personalisation.
The questionnaire consists of 13 questions, with
a seven-point Likert scale ranging from strongly
disagree’ to ’strongly agree’.
Hypotheses: Most previous related studies pointed
to the benefit of gamification (Cheong et al., 2013).
Thus, we hypothesised that, overall, the learners’ mo-
tivation, knowledge gain and satisfaction level would
benefit from gamification.
H1: Learners who are assigned to the gamified
version of the website will be more motivated than
learners using the non-gamified version of the web-
site.
We hypothesised that the learners’ response to the
gamification elements will vary, depending on their
personality type. Highly conscientious learners are
described as learners who are always organised, and
they always do their job. Learners with this type
of personality have their own motivational triggers,
and they do not need gamification elements. Con-
sequently, these learners will not have a significant
benefit from gamification. Thus, we hypothesises the
following:
H2: Highly conscientious learners will have the
same level of motivation in the gamified and the non-
gamified versions of the website.
Highly extrovert learners are described as social
and talkative. Thus, we hypothesised that learners
with this type of personality will be highly motivated
by the gamification elements. These learners will en-
joy talking with others and using the chat function.
They will also like to compete with their friends to
gain a good position on the leader board.
H3: Highly extroverted learners will gain signifi-
cant benefit from gamification. Their motivation level
will be much better in the gamified version of the
website than the non-gamified version.
Learners with a highly agreeable personality are
usually kind, and they like to collaborate with and
help others. Thus, we suggest that these learners
would like to use the chat function to talk to others
and ask them if they need help. This may enhance
their motivation level in the gamified version of the
website.
H4: Highly agreeable learners will be more moti-
vated in the gamified version of the website than the
non-gamified version.
Highly neurotic learners are usually described as
emotionally unstable. Thus, we thought these learners
would be annoyed by the gamification elements. They
may find these elements childish and silly.
H5: Highly neurotic leaners will be demotivated by
the gamification elements.
Highly open learners are usually imaginative, and
they like to be creative. Thus, we suggest that the
badges might motivate these learners.
H6: Highly open learners will be more motivated
in the gamified version of the website than the non-
gamified version.
4 RESULTS
This study aimed to identify the influence of gamifica-
tion on different types of personalities by measuring
the learners’ motivation.
In their study, (Ghaban and Hendley, 2018) used the
dropout variable as the proxy for motivation. They
hypothesised that learners who were more motivated
would use the online website for a longer time. Then,
they used survival analysis method to analyse their re-
sults. Survival analysis is a method that is commonly
employed in the fields of bioscience and medicine; it
can be defined as a set of methods used to analyse
the time spent by participants from the time entering
the experiment until the event of interest occurs (Cox,
2018). For example, an event can be death or drop-
ping out. One popular method in survival analysis is
the Kaplan-Meier method, which is used to visualise
and compare the dropout rates of two groups (Cox,
2018). Figure 2 shows the Kaplan-Meier graph for
the cumulative dropout rate of all the learners in the
CSEDU 2019 - 11th International Conference on Computer Supported Education
396
Table 1: The results from the Cox-Proportional hazard
when it is applied on the overall learners in the gamified
and the non-gamified versions
N=194 Number of dropout=170
coef
Exp(coef)
=HR
P-value
0.63 1.88 5e-05
gamified and non-gamified versions of the website for
the present study.
+
+
p < 0.0001
0.00
0.25
0.50
0.75
0 5 10 15
Time
Cumulative event
Strata
+ +
gamified nongamified
Figure 2: The Kaplan-Meier graph for the overall learners
in the gamified and the non-gamified versions.
The main issue with the Kaplan-Meier graph, as
it pertains to this study is that it is used to compare
the cumulative survival distributions of two groups
at arbitrarily chosen points rather than to present the
differences between the groups at all times. More-
over, it only shows which group performs better with-
out defining the degree to which the two groups
differ. Therefore, many researchers have used the
Cox proportional-hazards model instead. The Cox
proportional-hazards model applies to survival anal-
ysis, and it is used to evaluate the effect of specific
factors on the rate of a particular event’s occurrence,
which is called the hazard rate (HR). This model anal-
yses the relationship between the hazard function and
the predictors or the treatment (Cox, 2018). Table 1
shows the result of the Cox proportional-hazards re-
gression analysis when it was applied to the learners,
overall. The coefficient result was 0.6343. This pos-
itive result shows that the dropout rate for the sec-
ond group (non-gamified version) was higher than the
dropout rate in the gamified version. The HR result,
represented by exp(coef) = 1.88, indicates that the
dropout rate of the learners in the non-gamified ver-
sion was almost twice as high as the dropout rate in
the gamified version. Thus, we conclude that, over-
all, the motivation of the learners in the gamified ver-
sion of the website is better than the motivation of the
learners in the non-gamified version. We applied the
same analysis to each high and low extreme of each
personality dimension. Figure 3 and Figure 4 show
the Kaplan-Meier graph applied to the high and low
extrovert learners, respectively. Table 2 summarises
the results obtained from the Cox proportional-hazard
regression analysis applied to the extreme personali-
ties. The results show that highly conscientious learn-
ers receive little benefit from gamification. While,
highly neurotic learners have nearly the same level of
motivation in the gamified and the non-gamified ver-
sions of the website. In contrast, highly extroverted
and highly agreeable learners were found to have a
statistically significant benefit from gamification.
+
+
p = 0.12
0.0
0.2
0.4
0.6
0.8
0 5 10 15
Time
Cumulative event
Strata
+ +
gamified nongamified
Figure 3: Kaplan-Meier graph for the high conscientious
learners in the gamified and the non-gamified versions.
+
+
p < 0.0001
0.00
0.25
0.50
0.75
1.00
0 5 10 15
Time
Cumulative event
Strata
+ +
gamified nongamified
Figure 4: Kaplan-Meier graph for the high extrovert learn-
ers in the gamified and the non-gamified versions.
Table 2: The Summary of the Cox-proportional Hazard on
Different Personalities
Independent variables
in gamified vs.
non-gamified versions
P-value Coef
Exp
(coef)
=HR
Overall learners 4e-05 0.6343 1.8856
High conscientious 0.1 0.4981 1.6456
Low conscientious 0.04 0.6112 1.8427
High extraversion 6e-7 1.848 6.3470
Low extraversion 0.7 0.1022 1.1076
High agreeableness 0.001 0.8998 2.4592
Low agreeableness 0.1 0.4368 1.5478
High neuroticism 0.7 0.1078 1.1138
Low neuroticism 4e-5 1.4471 4.2508
High openness 0.4 0.2923 1.3396
Low openness 0.005 1.0433 2.8385
Understanding the Effect of Gamification on Learners with Different Personalities
397
5 DISCUSSION
This research sought to understand the influence of
gamification on learners with different personality
types by measuring the level of learners’ motivation.
The results support our hypothesis that gamification
will, overall, enhance the learners’ motivation.
Additionally, to have more understanding of learn-
ers’ behaviour, we looked to their knowledge gain and
their satisfaction. We found that, overall learners are
more satisfied with the gamified version and they have
the same level of knowledge gain in both versions.
Regarding personalities, the results pointed to
variations in the responses to gamification among
learners of different personality types. For that, in or-
der to have more understanding we looked to the level
of the knowledge gain and the satisfaction for learners
with different personalities (tables 3 and 4).
Highly conscientious learners, for example, were
shown to exhibit the same behaviour in the gamified
and non-gamified versions. Their levels of motivation
were not statistically significantly different in the two
versions. Moreover, these learners have almost the
same level of knowledge gain in both versions. These
results may be explained as proposed by (Jia et al.,
2016), who stated that highly conscientious learners
have inner triggers to motivate them. These learners
do not need any external factors to accomplish this.
At the same time, different studies have pointed to a
strong correlation between the conscientious person-
ality and high academic achievement.
Highly extroverted learners were shown to receive
a significant benefit from gamification. These learn-
ers were more motivated in the gamified version than
they were in the non-gamified version, which sup-
ported hypothesis H3. These learners were also more
satisfied in the gamified version. These results con-
firmed the findings from the studies done by (Codish
and Ravid, 2014a). However, the knowledge gain of
the learners in the gamified version was much worse
than the knowledge gain in the non-gamified version.
These learners were described by (Judge et al., 1999)
as being easily distracted. Thus, these learners may
start contacting and chatting with each other rather
than concentrating on the course’s contents. To con-
sider this, we reviewed the number and nature of the
messages received by the highly extrovert learners.
We found that a high numbers of messages were sent
from this personality. Further, these learners usually
continued chatting about other topics rather than the
course; for example, they talked about fashion, travel
and sport.
Like highly extroverted learners, highly agree-
able learners were shown to obtain a significant ben-
efit from gamification in terms of enhancing their
level of motivation. This is confirms hypothesis H4.
However, when we observe their knowledge gain, we
found that it was significantly worse in the gamified
compared with the non-gamified version. While, their
satisfaction levels were almost the same in the gam-
ified and the non-gamified versions. This type of
learners ranked second, behind high extroverts, in re-
lation to the number of messages sent. However, most
of their topics involved self-introduction and deter-
mining who they were talking to.
In hypothesis H5, we expected that highly neu-
rotic learners would be demotivated in the gamified
version. However, the motivation of these learners
were not statistically significantly different between
the two versions. The motivation of this personal-
ity type can be explained by multiple factors, includ-
ing that chatting was optional and the learners had to
take the initiative. Learners with certain personality
types, such as the highly neurotic, did not choose to
interact or chat with others. Further, the correlation
and interaction between personalities must be consid-
ered. There are some learners who are simultaneously
highly extroverted and highly neurotic learners.
Highly open learners were shown to have the same
level of motivation in the gamified and non-gamified
versions. These results conflict with hypothesis H6,
which suggested that these learners will have a signifi-
cant benefit from gamification. Further, these learners
were found to have almost the same level of knowl-
edge gain and satisfaction in both versions.The results
can be partly explained by the interaction between
personalities. In addition, these learners are described
as preferring imaginative and unusual ideas, but this
was not evident in out experiment (Judge et al., 1999).
Our gamified version included points, badges, leader-
boards and chat capabilities, which may not have been
interesting for these learners.
Because of the limitations of this study, further re-
search should consider social gamification elements
to examine their effects on learners with different per-
sonalities. Such an investigation could be carried out
in different ways. For example, it may be possible to
repeat the experiment by maintaining the chat feature
with the proviso that the researcher must take the ini-
tiative. We can assume that some learners, such as
highly neurotic learners, will be annoyed when they
are asked to talk. Further, the social elements could
be made more realistic’ by letting learners interact
with one another. Moreover, more gamification ele-
ments, such as avatars and motivational phrases, may
be considered.
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Table 3: The Summary of the Results of the Knowledge
Gain for the Personalities.
The personality
Knowledge gain
in the gamified
version
Knowledge gain
in the non-
gamified version
p-
value
N Mean Sd N Mean Sd
High
conscientious
22 2.12 1.5 12 2.58 1.7 0.42
Low
conscientious
16 2.5 0.45 13 2.15 1.86 0.47
High
extraversion
23 1 2.1 24 2.04 1.45 0.05
Low
extraversion
22 2.04 1.9 12 1.33 1.55 0.28
High
agreeableness
16 1.2 2.4 17 2.17 1.81 0.19
Low
agreeableness
15 1.06 2.3 12 1.91 1.44 0.27
High
neuroticism
18 0.87 2.2 15 1.2 2.27 0.67
Low
neuroticism
26 1.61 1.9 14 2.5 1.28 0.12
High
openness
21 1 2.4 16 2.37 1.5 0.05
Low
openness
26 1.34 1.5 14 1.64 1.94 0.59
Table 4: The Summary of the Results of the satisfction for
the Personalities.
The personality
Satisfaction
in the gamified
version
Satisfaction
in the non-
gamified version
p-
value
N Mean Sd N Mean Sd
High
conscientious
22 6.67 0.6 12 6.1 0.76 0.02
Low
conscientious
16 6.4 0.78 13 6.07 0.73 0.25
High
extraversion
23 6.64 0.58 24 6.1 0.49 0.0007
Low
extraversion
22 6.6 0.53 12 6.01 0.73 0.01
High
agreeableness
16 6.34 0.9 17 6.2 0.96 0.66
Low
agreeableness
15 6.4 0.78 12 6.3 0.77 0.74
High
neuroticism
18 5.1 0.7 15 6.3 0.87 0.0001
Low
neuroticism
26 6.3 0.78 14 6.3 0.75 1.00
High
openness
21 6.5 0.78 16 6.3 0.83 0.47
Low
openness
26 6.3 0.87 14 6.3 0.8 1
6 CONCLUSIONS
Because of the different effects of gamification, it has
been suggested that the best gamification elements
will be matched to learners’ characteristics, such as
their effective state, learning style and personality. In
this study, we considered personality as a more stable
characteristic. To do this, we needed to understand
the relationship between gamification and personali-
ties. In this study, we assessed the influence of gam-
ification on personalities using learners’ motivation(
by using their dropping out as a proxy for motivation)
after using one of the two versions. One version in-
cluded gamification elements (points, badges, leader-
boards, chat capabilities) and the other lacked these
elements.
This research showed that, overall, the learners
were motivated by and enjoyed the presence of the
gamification elements. However, there was a varia-
tion in the effect of the gamification according to dif-
ferent personality types. Different people responded
differently to the presence of gamification in general
and specific gamification elements. Some preferred
the gamification, while others felt annoyed by it. Fur-
thermore, some individuals preferred specific gamifi-
cation elements; for example, some liked the badges
and leaderboards, while others preferred the social el-
ements.
To adapt the presentation of gamification and its
elements to suit learners, we need a better understand-
ing of gamification’s effects on individuals. We can
obtain this information by incorporating more - and
more intensive - gamification elements or investigat-
ing learner characteristics other than personality. For
example, we could study how the effects of gamifica-
tion depend on the learners’ moods, affective states,
learning styles and contexts. Acquiring this sort of
understanding will help in adapting the presentation
of gamification and specific gamification elements to
learners’ characteristics. However, the process of
adaptation must be monitored and adjusted continu-
ously. In this way, we can build a dynamic model
of adaptive gamification that would ensure the best
results from gamification are obtained for learners.
In this way, we could enhance learners’ motivation,
knowledge gain and satisfaction. For example, based
on the results of this research, we found that extro-
verted learners prefer social components, which moti-
vated these learners. However, their conversation was
not related to the topic. Thus, it negatively affected
their learning. To address this problem, these learners
may need a dynamic model that adapts the gamifica-
tion elements. We could provide a social component
for extroverted learners to motivate them while keep-
ing them under observation. However, if the learn-
ers are allowed to use the social component inappro-
priately by talking about things other than the course
and their progress, we may need to lock down these
social components or direct the interactions among
learners by adapting the discussion to make it rele-
vant to the course. Building the dynamic model de-
scribed above falls under what a good teacher would
naturally do. Good teachers always observe learners
to understand their needs and then employ suitable
techniques to keep them motivated and enhance their
performance. We think that a dynamic model of gam-
ification should be a priority for any education system
Understanding the Effect of Gamification on Learners with Different Personalities
399
that wishes to make the best use of its technological
resources to serve the interests of its students.
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