Related Experiment Video
Updated: Nov 16, 2025

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality
Ariya Pakinee1, Kitti Puritat2
1College of Art, and Media Technology, Chiang Mai University, Chiang Mai, Thailand.
Gamification in e-learning can enhance student engagement by tailoring game elements to personality traits, even if it doesn't directly boost knowledge acquisition in Enterprise Resource Planning (ERP) courses.
Area of Science:
- Educational Technology
- Human-Computer Interaction
- Psychology
Background:
- The COVID-19 pandemic accelerated the adoption of distance learning in universities.
- Student engagement in e-learning platforms remains a significant challenge for educators.
- Traditional classroom dynamics shifted to online environments, necessitating new pedagogical approaches.
Purpose of the Study:
- To present an applied gamification concept for e-learning systems.
- To improve the engagement of undergraduate students with diverse personalities in Enterprise Resource Planning (ERP) courses.
- To investigate the impact of gamification elements tailored to personality traits on student engagement and knowledge acquisition.
Main Methods:
- Developed a gamification design for an e-learning system, considering the pros and cons of various game elements.
- Implemented evaluations including knowledge assessment, web-based activity monitoring, and qualitative interviews.
- Focused on tailoring game elements to different student personality types within ERP courses.
Main Results:
- The selection of gamification elements based on personality traits significantly improved student engagement in the e-learning course.
- While knowledge acquisition was not directly enhanced, student participation and interaction increased.
- Qualitative data indicated a positive student experience with the gamified approach.
Conclusions:
- Gamification strategies can effectively boost student engagement in online learning environments.
- Personalized gamification, considering student personality traits, is a promising approach for e-learning design.
- Further research should explore the nuanced relationship between gamification, personality, and learning outcomes in higher education.
More Related Videos
Related Concept Videos
Five-Factor Theory of Personality
Openness reflects creativity, curiosity, and openness to new experiences. Individuals scoring high in openness are imaginative, have a wide range of interests, and are independent...
Personality Theory by Eysenck and Eysenck
In the extroversion/introversion dimension, highly extroverted people are sociable, outgoing, and easily connect with others. In contrast,...
Introduction to Personality Psychology
Early Theories of Personality
The study of...
Factors Influencing Attraction VI: Personality Traits
Maslow's Humanistic Approach on Personality
The Behavioral Perspective on Personality

