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Identifying User Types in Gamified Learning Management Systems Based on Behavior Data

  • Isabelle Melo Do Nascimento*
  • , Wilk Oliveira
  • , Juho Hamari
  • , Claudio Fabiano Motta Toledo
  • *Tämän työn vastaava kirjoittaja

Tutkimustuotos: KonferenssiartikkeliTieteellinenvertaisarvioitu

1 Lataukset (Pure)

Abstrakti

In recent years, considerable effort has been devoted to identifying and categorizing different user types in gamified systems. However, many studies predominantly rely on scales to identify user types, posing challenges such as removing users from the system to complete scale-based questionnaires, difficulty scaling applications for large groups, and needing to periodically re-administer the scales. Addressing this issue, we explore the possibility of identifying user types within a gamified learning management system based on users' behavioral data. We conducted an exploratory data-driven case study (N = 479) using machine learning to uncover behavioral patterns among users of the system. Our research identifies three distinct groups, providing insights into gamification by demonstrating how user behavior data in a gamified learning management system can be used to map user types.

AlkuperäiskieliEnglanti
OtsikkoCHI PLAY Companion '25: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play
ToimittajatErik Harpstead, Jessica Hammer, Elizabeth Bonsignore, Mitchell McEwan, Katja Rogers, Oguz Buruk
KustantajaACM
Sivut112-118
ISBN (elektroninen)9798400720239
DOI - pysyväislinkit
TilaJulkaistu - 13 lokak. 2025
OKM-julkaisutyyppiA4 Artikkeli konferenssijulkaisussa
TapahtumaThe Annual Symposium on Computer-Human Interaction in Play - Pittsburgh, Yhdysvallat
Kesto: 13 lokak. 202516 lokak. 2025

Conference

ConferenceThe Annual Symposium on Computer-Human Interaction in Play
Maa/AlueYhdysvallat
KaupunkiPittsburgh
Ajanjakso13/10/2516/10/25

Julkaisufoorumi-taso

  • Jufo-taso 1

!!ASJC Scopus subject areas

  • Human-Computer Interaction

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