Affective Memory in Gamified Learning: A Usability Study

  • Luiz Rodrigues
  • , Daniel Arndt
  • , Paula T. Palomino
  • , Armando M. Toda
  • , Ana Tome Klock
  • , Anderson P. Avila-Santos
  • , Seiji Isotani

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

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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’s potential to improve user experience and engagement, we hypothesized affective memory could aid in designing gamification’s visual aesthetics. To start testing that hypothesis, we conducted a moderated usability study aiming to understand how Pokémon-based gamification compares to a trophy-based approach. Nine undergraduate students used two versions of a gamified quiz prototype (Pokémon 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 Pokémon-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.
Original languageEnglish
Title of host publicationProceedings of the 33rd Brazilian Symposium in Informatics in Education
Place of PublicationPorto Alegre
PublisherSociedade Brasileira de Computação
Pages585-596
Number of pages12
Volume33
DOIs
Publication statusPublished - 2022
Publication typeA4 Article in conference proceedings
EventBrazilian Symposium on Computers in Education (SBIE) - Manaus, Brazil
Duration: 16 Nov 202219 Nov 2022

Publication series

NameAnais do Simpósio Brasileiro de Informática na Educação
ISSN (Electronic)2316-6533

Conference

ConferenceBrazilian Symposium on Computers in Education (SBIE)
Country/TerritoryBrazil
CityManaus
Period16/11/2219/11/22

Keywords

  • Gamification
  • Affective memory
  • Education
  • Qualitative

Publication forum classification

  • Publication forum level 0

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