Log In Sign Up

Planning Gamification Strategies based on User Characteristics and DM: A Gender-based Case Study

by   Armando M. Toda, et al.

Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a "one-size-fits-all" approach covering all learners, without considering different user characteristics, such as gender. Therefore, this work aims to adopt a data-driven approach to provide a set of game element recommendations, based on user preferences, that could be used by teachers and instructors to gamify learning activities. We analysed data from a novel survey of 733 people (male=569 and female=164), collecting information about user preferences regarding game elements. Our results suggest that the most important rules were based on four (out of nineteen) types of game elements: Objectives, Levels, Progress and Choice. From the perspective of user gender, for the female sample, the most interesting rule associated Objectives with Progress, Badges and Information (confidence=0.97), whilst the most interesting rule for the male sample associated also Objectives with Progress, Renovation and Choice (confidence=0.94). These rules and our descriptive analysis provides recommendations on how game elements can be used in educational scenarios.


page 3

page 4


Computers in Secondary Schools: Educational Games

This entry introduces educational games in secondary schools. Educationa...

Automating Gamification Personalization: To the User and Beyond

Personalized gamification explores knowledge about the users to tailor g...

Developing Educational Computer Animation Based on Human Personality Types

Computer animation in the past decade has become one of the most noticea...

Developing for personalised learning: the long road from educational objectives to development and feedback

This paper describes the development needed to support the functional an...

The Magic Word: A Coding Tutorial-Game to Engage Female Teenagers in App Design

Educational games are commonly used to motivate students and provide enh...

Automated Gender Bias Evaluation in YouTube

Students are increasingly using online materials to learn new subjects o...

Optimizing Interactive Systems with Data-Driven Objectives

Effective optimization is essential for to provide a satisfactory user ...

1 Introduction