TY - JOUR
T1 - Personalization Improves Gamification
T2 - Evidence from a Mixed-methods Study
AU - Rodrigues, Luiz
AU - Palomino, Paula T.
AU - Toda, Armando M.
AU - T. Klock, Ana C.
AU - Oliveira, Wilk
AU - Avila-Santos, Anderson P.
AU - Gasparini, Isabela
AU - Isotani, Seiji
N1 - Funding Information:
This research was partially funded by the Brazilian National Council for Scientific and Technological Development (CNPq - 141859/2019-9; 308395/2020-4), Brazilian Coordination for the Improvement of Higher Education Personnel (CAPES - Finance code 001), São Paulo Research Foundation (FAPESP -2018/15917-0; 2018/07688-1; 2020/02801-4), and Santa Catarina State Research and Innovation
Publisher Copyright:
© 2021 ACM.
PY - 2021/10/6
Y1 - 2021/10/6
N2 - Personalization of gamification is an alternative to overcome the shortcomings of the one-size-fits-all approach, but the few empirical studies analyzing its effects do not provide conclusive results. While many user and contextual information affect gamified experiences, prior personalized gamification research focused on a single user characteristic/dimension. Therefore, we hypothesize if a multidimensional approach for personalized gamification, considering multiple (user and contextual) information, can improve user motivation when compared to the traditional implementation of gamification. In this paper, we test that hypothesis through a mixed-methods sequential explanatory study. First, 26 participants completed two assessments using one of the two gamification designs and self-reported their motivations through the Situational Motivation Scale. Then, we conducted semi-structured interviews to understand learners' subjective experiences during these assessments. As result, the students using the personalized design were more motivated than those using the one-size-fits-all approach regarding intrinsic motivation and identified regulation. Furthermore, we found the personalized design featured game elements suitable to users' preferences, being perceived as motivating and need-supporting. Thus, informing i) practitioners on the use of a strategy for personalizing gamified educational systems that is likely to improve students' motivations, compared to OSFA gamification, and ii) researchers on the potential of multidimensional personalization to improve single-dimension strategies. For transparency, dataset and analysis procedures are available at https://osf.io/grzhp.
AB - Personalization of gamification is an alternative to overcome the shortcomings of the one-size-fits-all approach, but the few empirical studies analyzing its effects do not provide conclusive results. While many user and contextual information affect gamified experiences, prior personalized gamification research focused on a single user characteristic/dimension. Therefore, we hypothesize if a multidimensional approach for personalized gamification, considering multiple (user and contextual) information, can improve user motivation when compared to the traditional implementation of gamification. In this paper, we test that hypothesis through a mixed-methods sequential explanatory study. First, 26 participants completed two assessments using one of the two gamification designs and self-reported their motivations through the Situational Motivation Scale. Then, we conducted semi-structured interviews to understand learners' subjective experiences during these assessments. As result, the students using the personalized design were more motivated than those using the one-size-fits-all approach regarding intrinsic motivation and identified regulation. Furthermore, we found the personalized design featured game elements suitable to users' preferences, being perceived as motivating and need-supporting. Thus, informing i) practitioners on the use of a strategy for personalizing gamified educational systems that is likely to improve students' motivations, compared to OSFA gamification, and ii) researchers on the potential of multidimensional personalization to improve single-dimension strategies. For transparency, dataset and analysis procedures are available at https://osf.io/grzhp.
KW - adaptation
KW - gameful
KW - gamification in education
KW - self-determination theory
KW - tailoring
U2 - 10.1145/3474714
DO - 10.1145/3474714
M3 - Article
AN - SCOPUS:85117089093
SN - 2573-0142
VL - 5
SP - 1
EP - 25
JO - Proceedings of the ACM on Human-Computer Interaction
JF - Proceedings of the ACM on Human-Computer Interaction
IS - CHI PLAY
M1 - 287
ER -