Skip to main navigation Skip to search Skip to main content

The Effects of Gamification on Learners’ Engagement According to Their Gamification User Types

  • Lucas Fellipe dos Santos
  • , Wilk Oliveira*
  • , Anderson Corrêa de Lima
  • , Amaury Antônio de Castro Junior
  • , Juho Hamari
  • *Corresponding author for this work

Research output: Contribution to journal › Article › Scientific › peer-review

11 Citations (Scopus)
35 Downloads (Pure)

Abstract

Personalization of gameful environments, such as game-based and gamified learning environments, has garnered significant attention in contemporary discourse. However, the outcomes remain inconsistent, with positive, negative, or no effects. At the same time, most research has been limited to using traditional gamification strategies (e.g., those involving points, badges, and leaderboards). To tackle this issue, we examined how ecological gamification (i.e., a gamification design strategy based on the gamification elements chance, imposed choice, economy, rarity, and time pressure) influences students’ sense of engagement (i.e., focused attention, perceived usability, aesthetic appeal, and reward), according to their gamification profiles (i.e., Philanthropist, Socializer, Free-spirit, Achiever, Player, and Disruptor). A quasi-experimental investigation was conducted with 104 participants interacting with a gamified learning management system. Data were examined via partial least squares structural equation modeling. Our findings were twofold, revealing that (1) ecological gamification had a significant impact on Disruptors’ perception of usability and (2) on the Players’ feelings of being rewarded. The study highlights the importance of aligning gamification design with user types to maximize its effectiveness, providing insights into how ecologically designed gamification can personalize gamified educational platforms, optimizing usability and engagement.

Original languageEnglish
JournalTechnology, Knowledge and Learning
DOIs
Publication statusE-pub ahead of print - 6 Jun 2025
Publication typeA1 Journal article-refereed

Keywords

  • Engagement
  • Game-based learning
  • Gamification
  • Quasi-experiment
  • User experience

Publication forum classification

  • Publication forum level 1

ASJC Scopus subject areas

  • Mathematics (miscellaneous)
  • Education
  • Human-Computer Interaction
  • Computer Science Applications

Fingerprint

Dive into the research topics of 'The Effects of Gamification on Learners’ Engagement According to Their Gamification User Types'. Together they form a unique fingerprint.

Cite this