TY - GEN
T1 - The Effects of Ecological Gamification on Learners’ Engagement
T2 - IEEE International Conference on Advanced Learning Technologies
AU - dos Santos, Lucas Fellipe
AU - Oliveira, Wilk
AU - Hamari, Juho
AU - de Lima, Anderson Corrêa
AU - de Castro Junior, Amaury Antônio
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - 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.
AB - 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.
KW - Gamified education
KW - learners’ engagement
KW - learning technologies
KW - personalized education
KW - quasi-experiment
U2 - 10.1109/ICALT61570.2024.00009
DO - 10.1109/ICALT61570.2024.00009
M3 - Conference contribution
AN - SCOPUS:85203785980
T3 - Proceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
SP - 8
EP - 9
BT - Proceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
A2 - Altinay, Zehra
A2 - Chang, Maiga
A2 - Kuo, Rita
A2 - Tlili, Ahmed
PB - IEEE
Y2 - 1 July 2024 through 4 July 2024
ER -