@inproceedings{6b706ac5a29940c0b63eeab54ef4a90c,
title = "Affective Memory in Gamified Learning: A Usability Study",
abstract = "Gamified learning has the potential to improve learning outcomes, but most strategies are focused on using Points-Badges-Leaderboards (PBL) while neglecting other game elements. Drawing upon research discussing nostalgia{\textquoteright}s potential to improve user experience and engagement, we hypothesized affective memory could aid in designing gamification{\textquoteright}s visual aesthetics. To start testing that hypothesis, we conducted a moderated usability study aiming to understand how Pok{\'e}mon-based gamification compares to a trophy-based approach. Nine undergraduate students used two versions of a gamified quiz prototype (Pok{\'e}mon and trophy-based) to complete multiple-choice items, then discussed their experiences in a semi-structured interview. Our findings suggest affective memory plays a significant role in gamified learning and indicate Pok{\'e}mon-based gamification might maximize intrinsic motivation. Thus, informing practitioners that gamification targeting affective memory can enhance learning by increasing engagement and intrinsic motivation, and calling researchers to further investigate affective memory and other brands in gamification research.",
keywords = "Gamification, Affective memory, Education, Qualitative",
author = "Luiz Rodrigues and Daniel Arndt and Palomino, \{Paula T.\} and Toda, \{Armando M.\} and \{Tome Klock\}, Ana and Avila-Santos, \{Anderson P.\} and Seiji Isotani",
year = "2022",
doi = "10.5753/sbie.2022.225748",
language = "English",
volume = "33",
series = "Anais do Simp{\'o}sio Brasileiro de Inform{\'a}tica na Educa{\c c}{\~a}o",
publisher = "Sociedade Brasileira de Computa{\c c}{\~a}o",
pages = "585--596",
booktitle = "Proceedings of the 33rd Brazilian Symposium in Informatics in Education",
address = "Brazil",
note = "Brazilian Symposium on Computers in Education (SBIE) ; Conference date: 16-11-2022 Through 19-11-2022",
}