The Effects of Ecological Gamification on Learners’ Engagement: A Quasi-Experimental Study

Lucas Fellipe dos Santos, Wilk Oliveira, Juho Hamari, Anderson Corrêa de Lima, Amaury Antônio de Castro Junior

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

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Abstract

In recent years, the personalization of gamified education has been widely discussed. However, results are still mixed (i.e., positive, negative, or null). At the same time, most studies focus on analyzing only classic gamification designs (e.g., based on points, badges, and leaderboards). To address this problem, we investigated the effects of ecological gamification on learners’ engagement according to their gamification user types. We conducted a quasi-experimental study (N = 104) using a gamified educational system and analyzing data through partial least squares structural equation modeling. The main results indicate that i) ecological gamification positively affected Disruptors’ sense of perceived usability, and ii) Players’ sense of reward. Our results contribute to the fields of educational technologies and personalized gamification, providing insights regarding the personalization of gamified education.

Original languageEnglish
Title of host publicationProceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
EditorsZehra Altinay, Maiga Chang, Rita Kuo, Ahmed Tlili
PublisherIEEE
Pages8-9
Number of pages2
ISBN (Electronic)979-8-3503-6205-3
DOIs
Publication statusPublished - 2024
Publication typeA4 Article in conference proceedings
EventIEEE International Conference on Advanced Learning Technologies - Hybrid, Nicosia, Cyprus
Duration: 1 Jul 20244 Jul 2024

Publication series

NameProceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
ISSN (Electronic)2161-377X

Conference

ConferenceIEEE International Conference on Advanced Learning Technologies
Country/TerritoryCyprus
CityHybrid, Nicosia
Period1/07/244/07/24

Keywords

  • Gamified education
  • learners’ engagement
  • learning technologies
  • personalized education
  • quasi-experiment

Publication forum classification

  • Publication forum level 1

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Vision and Pattern Recognition
  • Human-Computer Interaction
  • Media Technology
  • Education

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