Boosting Engagement and Academic Performance Through
Gamification: Leveraging Student Profiles and Game Personas for
Enhanced Learning
Waldir Siqueira Moura, Edgar Delbem, Juliana Baptista dos Santos França
and Angélica Fonseca da Silva Dias
Computer Science Graduate Program, PPGI, Federal University of Rio de Janeiro, Térreo, Bloco E, CCMN/NCE,
University City, Post Code 68.530, Rio de Janeiro, Brazil
Keywords: Gamification in Education, Student Engagement, Personalized Learning, Applied Game Theory.
Abstract: This study examines the integration of personalized gamification as a strategy to increase student engagement
and academic performance, based on the analysis of behavioral profiles and game user personas. Using
Detroit: Become Human as a tool to identify collaborative and competitive tendencies, the research aims to
address the limitations of traditional methods, which often fail to engage students. The application of Game
Theory, combined with the personalization of pedagogical interventions according to each student's profile,
enabled the creation of more adapted and motivating approaches. The final results indicate a significant
improvement in grades and student engagement levels, with 38.6% of students who were initially below
average reaching or exceeding expected performance, along with a marked increase in interest in classroom
participation. These findings reinforce the potential of gamified and personalized methodologies to transform
the educational experience, adapting it to the individual traits and needs of students.
1 INTRODUCTION
Student engagement in teaching and learning
activities is a key challenge in contemporary
pedagogy, given the diversity of personality profiles
and learning styles in classrooms. Game-based
learning involves the use of games as complete
educational tools, while gamification applies game
design elements, such as rewards and challenges, to
non-game contexts to enhance engagement and
motivation (Deterding et al., 2011; Kilanioti et al.,
2024). Narrative games like Detroit: Become Human
have shown potential for creating immersive
experiences that support complex decision-making
and social interaction, allowing the collection of data
to inform personalized pedagogical interventions.
This research builds on Rückert et al.'s (2021)
Theory of Multiple Intelligences and Xavier Junior's
(2015) personalized learning approaches. Using
Detroit: Become Human as a tool, the study assessed
collaborative and competitive behaviors while
mapping personality profiles based on student
interactions and decisions. Supported by educational
psychology experts, the analysis included tests such
as Wartegg and 16PF to validate interpretations.
The article is structured as follows: Chapter 2
explores the theoretical foundation of gamification in
education; Chapter 3 outlines the methodology and
application of Detroit: Become Human; Chapter 4
discusses data and metrics for behavioral profiling;
Chapter 5 analyzes the impact of pedagogical
interventions; and Chapter 6 concludes with study
limitations, future research directions, and the
relevance of gamification and game-based learning
for personalized education.
2 THEORETICAL FOUNDATION
This study integrates multiple theories to explore
gamification in education, focusing on identifying
student profiles and personalizing pedagogical
practices to improve engagement and academic
performance.
The research draws on Csikszentmihalyi's Flow
Theory (1990), which examines immersion and
motivation ideal for learning, and Gardner's Theory
of Multiple Intelligences (1983), emphasizing the
adaptation of educational practices to varied learning
styles. Gee's Game Design Principles (2003)
Moura, W. S., Delbem, E., França, J. B. S. and Dias, A. F. S.
Boosting Engagement and Academic Performance Through Gamification: Leveraging Student Profiles and Game Personas for Enhanced Learning.
DOI: 10.5220/0013247000003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 307-314
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
307
highlight elements that make games effective for
learning, while Jung's Psychological Typology
(1933) provides a foundation for identifying
personality profiles. Xavier Junior's (2015)
perspective on holistic development and Piaget's
(1976) emphasis on student agency further enrich the
framework.
By combining these theories, the study presents a
gamification model that transcends traditional
approaches, addressing individual, social, and
emotional aspects of education. This approach
critically examines the limitations of isolated theories
and proposes pedagogical practices tailored to diverse
student needs.
3 EXPERIMENT FORMAT
The experiment involved 44 senior high school
students from a private school in São Paulo state in
Brazil, chosen due to the suitability of the 16
Personality Factors Test (16PF) for students aged 16
and 17. However, the test's limitation to this specific
age range presents a challenge for broader research on
personality profiles across different educational
levels. One goal of this study is to develop a new
method to extend the analysis to other age groups,
enabling personalized pedagogical interventions in
diverse contexts.
The study followed a systematic methodology
combining quantitative and qualitative data collection
with an in-depth analysis of student interactions in
gamified activities. These steps allowed for the
adaptation and validation of a method that surpasses
the limitations of the 16PF test, creating a more
inclusive and adaptable model for the Brazilian
educational context.
Initial Interview: To assess students' engagement
with the school environment, an initial interview
based on a 5-point Likert scale was developed,
ranging from "strongly disagree" (1) to "strongly
agree" (5). This method enabled the collection of
quantitative data on engagement, allowing a more
detailed analysis of participants' predispositions
before applying gamified interventions. The
foundation of the questions was based on the
theory of school engagement, as described by
Fredricks, Blumenfeld, and Paris (2004), who
identify three main dimensions of engagement:
behavioral, emotional, and cognitive. Thus, the
questions were designed to explore each of these
dimensions, aiming to determine students' level of
involvement in school activities and interest in
educational practices.
The five questions formulated for the initial
interview were as follows:
Table 1: Pre-Experiment Engagement Mapping Interview.
1. I feel motivated to participate in school activities daily.
(Assessment of emotional engagement, measuring the feeling
of motivation towards the school environment)
1 2 3 4 5
2. I make an effort to complete school tasks, even when
they are challenging.
(Behavioral engagement, assessing perseverance and
willingness to face academic challenges)
1 2 3 4 5
3. I consider the content taught at school to be interesting
and relevant.
(Cognitive engagement, reflecting the perception of
relevance and interest in the educational content)
1 2 3 4 5
4. I feel involved in classroom activities and in
interactions with my classmates and teachers.
(Emotional and behavioral engagement, analyzing the
sense of belonging and interaction in the school context)
1 2 3 4 5
5. I tend to seek knowledge beyond what is required in
class.
(Cognitive engagement, measuring the initiative to expand
learning beyond the mandatory content)
1 2 3 4 5
The analysis of student engagement levels was
conducted based on a comparative evaluation of
responses across the five investigated dimensions.
Each dimension was individually analyzed, allowing
the identification of both strengths and weaknesses in
students' engagement with the school environment.
Dimensions with consistently high scores indicated
strong engagement, while those with lower values
highlighted specific areas requiring attention and
pedagogical interventions to improve the learning
experience and student motivation.
Game Application: During sessions of Detroit:
Become Human, qualitative and quantitative data
were collected. The students' interactions with their
peers provided qualitative insights into their social
skills and communication styles. Simultaneously,
the choices made within the game were recorded as
quantitative data, enabling the identification of
behavioral tendencies, such as preferences for
cooperative or competitive actions.
Application of the Wartegg and 16PF Tests:
Following this, the Wartegg Test and the 16
Personality Factors Test (16PF) were administered
and scored by a specialized psychologist, ensuring
the attainment of canonical metrics for personality
profiles. Both instruments are widely recognized in
psychology and were essential for accurately iden-
tifying each student's personality traits, forming a
foundation for creating pedagogical interventions.
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Data Analysis: The results from the psychological
tests were integrated with the data collected during
the game. This cross-analysis allowed for a deeper
understanding of each student’s profile, providing
a solid basis for creating educational strategies that
consider emotional, social, and cognitive aspects.
Development of Personalized Pedagogical
Interventions: Based on the identified personality
profiles, customized pedagogical interventions
were designed to improve engagement and acade-
mic performance. These interventions were crafted
according to observed behavioral tendencies and
personality traits to maximize the effectiveness of
the implemented educational strategies.
Reapplication of the Engagement Interview and
Assessment of Student Grades: To assess the
impact of the interventions, the initial engagement
interview was reapplied at the end of the study,
along with an assessment of student grades,
allowing for a comparison with academic
performance recorded before the experiment.
Monitoring of Students Over Six Months: During
the second semester of 2023, personalized
pedagogical interventions were implemented and
monitored. Throughout this period, students'
academic performance and engagement levels
were periodically assessed to gauge the
effectiveness of the applied strategies and their
correlation with personality profiles.
3.1 Students' Grades and Performance
Before the Experiment
The grade assessment was conducted through the
school's digital platform, with formal consent from
students and their parents or guardians, ensuring that
all procedures adhered to ethical and legal standards
for data privacy and protection.
To calculate the averages, the main subjects in the
school curriculum were considered, covering
fundamental areas for students’ academic
development. The evaluated subjects included:
Portuguese Language: Important for
communication, interpretation, and critical
analysis of texts.
History and Geography: Subjects that promote
knowledge of the past and an understanding of
geographic space and social relations.
Sciences (Biology, Physics, and Chemistry):
Fundamental for understanding natural
phenomena and developing scientific thinking.
English: Essential for communication in a second
language, fostering students' cultural and
academic expansion.
This set of subjects was selected to provide a
broad and balanced analysis of students’ academic
performance, enabling an evaluation of engagement
and the impact of gamified interventions across
diverse knowledge areas. Data collected directly from
the school platform ensured accuracy and facilitated
a comparative study of academic performance before
and after interventions.
The analysis revealed that 42% of students had
grades below 7.0, indicating performance below
expectations and highlighting the need for targeted
pedagogical interventions. Additionally, 37% of
students had averages of 7.0, meeting expectations
but with room for improvement, while 21% achieved
higher performance, with grades ranging from 7.5 to
9.5.
This distribution underscores the need for
pedagogical strategies focused on engagement and
performance improvement. Over time, it is expected
that gamification and personalized methodologies
will reduce the percentage of students with below-
average grades, fostering a more balanced and
motivating academic environment.
4 PRESENTATION OF THE
GAME AND STUDENT
BEHAVIOR EVALUATION
METRICS
The experiment analyzed students' collaborative and
competitive tendencies, conflict resolution skills, and
behavioral inclinations during interactions in the
game Detroit: Become Human. Through an
individualized analysis system, students' choices
across five missions were mapped to reveal
behavioral profiles and personality traits. The game’s
narrative structure, centered on ethical and moral
dilemmas, allowed researchers to observe and record
students' strategies, particularly their preferences for
cooperation or competition, providing valuable
insights into their interaction styles and responses in
conflict scenarios.
The selected missions were:
Prologue: Students, as Connor, resolve a hostage
situation, assessing cooperative (negotiation) or
assertive (confrontation) conflict resolution
tendencies.
Android’s Desires: Controlling Kara, interactions
with a child and household tasks reveal empathy,
submission, or adaptation to imposed roles.
Boosting Engagement and Academic Performance Through Gamification: Leveraging Student Profiles and Game Personas for Enhanced
Learning
309
Lost: As Markus, students choose between
peaceful protests or violent actions, reflecting
leadership styles and goal achievement methods.
Life Cycle: Connor’s interrogation highlights
preferences for collaboration (trust-building) or
confrontation in resolving conflicts.
Courage: Students decide between immediate
safety or long-term survival, showcasing
problem-solving priorities.
4.1 The Student Behavioral Profile
Assessment Matrix
To structure the analysis of student behavior, the
Student Behavioral Profile Assessment Matrix was
developed. This matrix enables the categorization of
each student's responses into distinct profiles based
on their decisions in the game, academic
performance, and classroom behavior. This method
aims to provide a holistic view of each student,
integrating game data with information about
performance and classroom interactions, as proposed
by Gee (2003), who argues that games can mirror
complex behavioral traits when observed through a
systemic lens.
The matrix is divided into three main evaluation
criteria, as shown in Table 1:
Table 2: Student Behavioral Profile Assessment Matrix-
Evaluation
Criterion
Evaluation
Value
Implications for Student
Profile
Game Decisions
Choices made
by students
during the game
Detroit: Become
Human,
indicating
collaborative or
competitive
tendencies
Students who choose options
that benefit everyone, avoiding
conflicts, are considered
collaborative; those who favor
their own interests are
competitive. Sacrificial
behaviors for others indicate an
altruistic profile, while
alternating between
competition and cooperation
suggests a mixed
p
rofile.
Academic
Performance
Students'
performance in
school activities
Students who excel in group
projects may have a
collaborative profile; those who
shine in academic competitions,
a competitive profile; those
who frequently assist peers may
be altruistic; and those who
perform well in both individual
and group activities may have a
mixed
p
rofile.
Classroom
Behavior
Interactions and
participation in
school activities
Collaboration and good
relationships with peers
indicate a collaborative profile;
high competitiveness and
independence indicate a
competitive profile; helping
others indicates an altruistic
profile; and a mix of behaviors
suggests a mixed
p
rofile.
4.2 Profiles Identified Based on
Student Choices
The analysis of decisions made by students in Detroit:
Become Human was conducted using the concept of
Average Profile Score (APS), which classifies
behaviors as collaborative, competitive, or tangential
(mixed). This classification was inspired by Game
Theory, where students with collaborative profiles
tend to prefer choices that promote collective benefit,
while those with competitive profiles seek individual
advantages.
The formula to calculate the APS is:
APS =
∑(𝑁𝑢𝑚𝑒𝑟𝑖𝑐𝑎𝑙 𝑉𝑎𝑙𝑢𝑒 𝑜𝑓 𝐶ℎ𝑜𝑖𝑐𝑒𝑠)
𝑇𝑜𝑡𝑎𝑙 𝑁𝑢𝑚𝑏𝑒𝑟 𝑜𝑓 𝐶ℎ𝑜𝑖𝑐𝑒𝑠
The experiment began with a questionnaire to
assess students' engagement levels in main school
subjects, aiming to identify their perceptions and
interest in academic content. This initial survey
provided a baseline for student engagement, enabling
later comparisons and analysis of the impact of game-
based interventions on participants' behavior and
attitudes. Using a Likert scale, the questionnaire
consisted of five questions designed to evaluate
engagement levels across various subjects, offering
valuable insights into the students' academic
involvement prior to the experiment.
Approximately 40% of students show responses
concentrated in the lower ranges of the scale (1 to
2). This score level indicates that these students
have low engagement in several dimensions
evaluated, suggesting they may not feel motivated
or interested in the content of school subjects. The
predominance of low scores highlights a possible
disconnect between the school environment and
students’ interests, reinforcing the need for
strategies that promote greater engagement.
Approximately 35% of students show an average
response between 2 and 3 across the five
questions. These students demonstrate an
intermediate level of engagement, which suggests
that, while they are moderately involved, there is
still room to improve their perception and
participation in school activities. This
intermediate range indicates that these students
may only be engaged in certain activities or
subjects, while others do not elicit the same
interest.
Only about 25% of students have scores close to
4 or 5 across all questions, representing a group
with higher engagement.
The analysis revealed that 75% of students
demonstrated low to medium engagement levels,
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while only 25% showed high involvement with
school content, highlighting a lack of motivation or
connection to academic activities. This diagnosis
justified the implementation of gamified
interventions using the game Detroit: Become
Human, which provides an interactive environment
filled with moral dilemmas that encourage
collaborative and competitive behaviors, enabling a
rich analysis of behavioral preferences.
Data collection was conducted during monitored
game sessions, with researchers recording students’
choices and decisions in real-time, preserving the
authenticity of their natural reactions. This non-
intrusive approach minimized interference, ensuring
spontaneous decision-making. Participants were
randomly selected from high school classes to ensure
diverse academic and behavioral profiles, offering a
comprehensive basis for analyzing collaborative and
competitive tendencies within the game. Detailed
video recordings and notes allowed for thorough post-
session analysis of each decision, contributing to a
deeper understanding of students’ engagement and
behavior patterns.
The research execution relied on a series of
resources to ensure the accuracy and quality of the
data collected:
Gaming Equipment: PlayStation 5 consoles and
controllers were used to provide a smooth and
interactive gaming experience.
Dedicated Environment: A room equipped with
all the necessary resources for the experiment,
ensuring a controlled environment without
external distractions.
Research Team: A researcher and assistant
teachers were responsible for observing and
documenting students’ choices to assist in the data
collection process.
Video Recordings: All game sessions were
recorded on video, allowing for a detailed review
of students' decisions.
Notes: During each session, notes were taken on
students' choices and decisions, complementing
the video recordings and providing additional
context for analysis.
These resources enabled the creation of a holistic
and multifaceted dataset, suitable for an in-depth
analysis of student behavior in an interactive
environment.
After the completion of the game phase, the
collected data was analyzed. The notes were
organized and categorized based on the principles of
Game Theory, allowing each decision made by
students to be classified as either collaborative or
competitive behavior. This categorization, inspired
by Johnson and Johnson's (1989) studies on
cooperation and competition in the school context,
enabled the identification of underlying behavioral
patterns, reflecting students' preferences and
inclinations in situations simulating real social
interactions.
To evaluate each student’s profile, a classification
system was used that considered both collaborative
and competitive decisions, with each choice analyzed
to determine the predominant nature of the behavior.
The identification of behavioral profiles was guided
by three main categories: Collaborative, Competitive,
and Tangential. Below is a breakdown of these
categories:
Collaborative Profile: Students who consistently
made choices that benefited other characters or
avoided conflicts, indicating a natural tendency
for cooperation and group problem-solving.
Competitive Profile: Students who opted for
decisions that favored their own interests or
displayed an assertive and independent approach,
showing a tendency toward competition.
Tangential Profile: Students who exhibited a
combination of collaborative and competitive
behaviors, adapting to situational demands and
revealing flexibility in alternating between
cooperation and competition.
5 DATA ANALYSIS OF THE
EXPERIMENT WITH HIGH
SCHOOL STUDENTS
The experiment aimed to investigate the behavioral
dynamics of 12th-grade high school students in a
gaming environment, focusing on cooperation and
competition tendencies. Students' choices during the
game missions were analyzed to map behavioral
profiles, reflecting intrinsic dispositions when faced
with dilemmas.
The missions challenged students to make
decisions ranging from peaceful negotiations to
competitive actions, revealing their collaborative or
competitive tendencies. While the study highlights
the objectives of five selected missions, only one is
detailed due to space constraints. Additional analyses,
including the 16PF and Wartegg personality tests,
will be addressed in a separate article.
I. Prologue: Students, as Connor, negotiated with a
rogue android. Peaceful approaches indicated a
collaborative profile, while aggressive tactics
reflected assertiveness and competitiveness.
Boosting Engagement and Academic Performance Through Gamification: Leveraging Student Profiles and Game Personas for Enhanced
Learning
311
II.A New Home: Controlling Kara, students chose
between empathy and emotional connection with
Alice or prioritizing tasks objectively. Empathetic
choices were linked to collaboration; task-
oriented actions indicated competitiveness.
III. From the Dead: As Markus, students led peaceful
demonstrations (collaborative) or violent
uprisings (competitive), reflecting preferences for
gradual change or assertive actions.
IV.The Interrogation: Choices in interrogation style
with Connor revealed problem-solving
tendencies—empathy and patience
(collaborative) versus intimidation and pressure
(competitive).
V.Fugitives: Protecting Alice’s safety highlighted
long-term planning (collaborative) versus
immediate, risky decisions (competitive).
These missions provided valuable data on
students' collaborative and competitive tendencies,
emotional control, and decision-making strategies,
directly informing behavioral profiles for
pedagogical applications.
To consolidate the understanding of student
behavior, a Multifaceted Student Profile Assessment
Matrix was developed, which considers three main
dimensions. This matrix provided a framework for
categorizing students' behavioral profiles, allowing
for a detailed and individualized analysis.
1. Game Decisions: Each decision made in the game
was evaluated to identify cooperative or
competitive tendencies. Students who made
decisions that benefited other characters and
avoided conflicts were classified with a
collaborative profile. Those who chose actions
that maximized their self-interests were identified
with a competitive profile. Students who
alternated between collaborative and competitive
behaviors were classified as "Tangential,"
displaying flexibility in their interactions.
2. Academic Performance: Students' grades were
used as an indicator of decision-making skills and
teamwork. Students who performed well in
collaborative projects displayed a more
cooperative profile. Those who excelled in
competitions and individual exams were
identified with a competitive profile. Students
who maintained good results in both types of
activities presented a mixed, or tangential, profile.
3. Classroom Behavior: Students' interactions with
peers and teachers, as well as their participation in
school activities, provided a comprehensive view
of their behavioral profile. Students who
collaborated and had good relationships with
peers were considered collaborative. Those with a
more independent and assertive approach were
classified as competitive. Students who balanced
collaborative and competitive behaviors were
considered tangential.
The Student Profile Assessment Matrix provided
a holistic view of student behavior by combining
decision-making tendencies in the game with
psychological insights obtained from the applied
tests, academic grades, and classroom observations.
This approach was essential for identifying
behavioral trends, correlating profiles with academic
performance, and understanding the dynamics of
social relationships within the school.
Figure 1: Average Profile Score After Experiment.
5.1 Analysis of Two Students Based on
the Student Profile Assessment
Matrices
The following analysis of two students was conducted
based on the choices each made during the game and
illustrates the procedure applied to all 44 students,
taking into account their behavioral preferences,
academic performance, and predominant profile
according to Game Theory.
To calculate the Average Profile Score (APS) for
each student and generate the individual graph
illustrating b ehavioral tendencies regarding
cooperation and competition, it was necessary to:
I. Step 1: Assigning Values to Game Choices
Each choice made by the student during the
missions was classified as collaborative,
competitive, or balanced. A scoring scale was used
for this purpose:
Collaborative Choices: Assigned a value of 1.
These choices reflected behaviors that prioritize
collective well-being, peaceful conflict
resolution, and empathy.
Competitive Choices: Assigned a value of 3.
These were more assertive choices where the
student prioritized their personal advantage,
even if it created conflict.
Balanced Choices: Assigned a value of 2,
reflecting a more tangential or adaptive behavior
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where the student may alternate between
collaboration and competition depending on the
situation.
II.Step 2: Calculating the Average Profile Score
(APS) for Each Student
After assigning values, all scores from the
choices made by the student in the game
missions were summed. This total was then
divided by the total number of choices to obtain
the average. This average is the Average Profile
Score (APS), as previously described, which
indicated the student’s behavioral tendency.
III.Step 3: Interpreting the APS
APS close to 1: Predominantly collaborative
profile. The student tends to avoid conflicts and
seeks cooperative solutions.
APS between 2.4 and 2.6: Tangential or
Balanced Profile. The student navigates well
between cooperation and competition, adapting
to the context.
APS close to 3: Predominantly competitive
profile. The student prefers to take risks and
adopts strategies focused on personal benefit.
This score allowed us to identify each student's
tendency toward collaborative, competitive, or
balanced (tangential) behaviors. The analysis of
this chart provided insights into each student's
behavioral profile, facilitating the planning of
personalized pedagogical strategies.
For this classification, the following
interpretations of the Average Profile Score
Ranges were created:
i.Tangential Range (2.4 to 2.6): Represented by
the yellow area on the graph, this range
denotes students with a balanced behavioral
profile. These students are adaptable and able
to navigate between collaborative and
competitive behaviors as the context demands.
We can observe that some points fall within
this area, suggesting that these students have a
tangential tendency, meaning they can adjust
their attitudes between collaboration and
competition.
ii. Collaborative Zone (below 2.4): Students with
an APS close to 1 exhibit predominantly
collaborative behavior. They demonstrate a
preference for solving problems cooperatively
and avoid confrontation. Several points on the
graph are below 2.4, indicating that a
significant portion of the students is more
inclined toward collaboration. Many of these
students have an APS between 1.4 and 2.0,
reinforcing their cooperative profile.
iii.Competitive Zone (above 2.6): Students with
an APS close to 3 tend to adopt competitive
behaviors. These students prefer strategies that
give them individual advantage, being more
assertive in their choices. Few students exceed
the 2.6 line, suggesting that the number of
students with a competitive profile is smaller
compared to collaborative ones. However, the
points above the yellow range indicate
students with a strong inclination toward
competition.
Following this analysis, educational
intervention proposals were developed to suit
the profile of each group of students. Here, we
highlight some of those implemented during
the second academic semester:
For Collaborative Students: Activities
emphasizing cooperation and teamwork were
proposed, such as group projects, debates, and
collaborative problem-solving. This approach
was chosen because these students tend to feel
more motivated in environments where
collective success is valued.
For Competitive Students: Individual
challenges, academic competitions, and
activities that allow self-improvement were
incorporated. This method was suggested
because, in general, these students are more
engaged in tasks where they can stand out and
measure their individual performance.
For Tangential (Balanced) Students: Mixed
activities were used, alternating between
collaborative work and individual challenges,
allowing these students to explore both styles
depending on the demands of the activity.
6 CONCLUSIONS
Following the implementation of personalized
pedagogical interventions based on the identified
behavioral profiles, an analysis of student
performance and engagement results was conducted
once more. The approach of using the game as a tool
to identify collaborative and competitive tendencies,
combined with the development of specific
pedagogical strategies, proved effective in promoting
increased engagement and improved student grades.
To measure the impact of the interventions, two
main indicators were considered: final grades in key
subjects and the level of student engagement,
Boosting Engagement and Academic Performance Through Gamification: Leveraging Student Profiles and Game Personas for Enhanced
Learning
313
evaluated through the reapplication of the initial
questionnaire.
Improvement in Academic Performance
The reapplication of the engagement questionnaire
also revealed significant changes in students'
attitudes toward the subjects:
59.1% of the students demonstrated a noticeable
increase in their level of engagement,
participating more actively in class and showing
greater interest in the proposed activities.
27.3% of the students maintained a level of
engagement similar to that observed at the
beginning but reported feeling more
comfortable and motivated in the school
environment, especially during group activities.
13.6% of the students showed a moderate
improvement in engagement, particularly in
subjects that required more interaction and
cooperation, suggesting that there is still room
to enhance engagement strategies for this group.
The results highlight the effectiveness of
pedagogical approaches that consider individual
behavioral profiles. Gamified and personalized
activities fostered a richer learning experience,
promoting socio-emotional skills and increasing
student interest.
The study's limitations include the small sample
size, restricted to high school students from a private
school, which may hinder generalization.
Additionally, the game Detroit: Become Human
demonstrated benefits in engagement and behavioral
assessment but may face limitations in broader
educational contexts due to its specific nature and
required infrastructure.
Future research should expand the sample to
include diverse age groups, public schools, and cultural
contexts, enabling a more comprehensive under-
standing of personalized gamification effects. Investi-
gating other games and educational technologies could
further evaluate the adaptability of pedagogical
interventions to students’ individual needs.
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