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Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology
A E J Van Gaalen1, J Schönrock-Adema2, R J Renken3
1Anatomy & Medical Physiology Section, Department of Biomedical Sciences of Cells and Systems, University Medical Center Groningen, University Groningen, Groningen, Netherlands.
Understanding student game preferences is key for effective game-based learning. This study identified five distinct player types among medical and dental students, highlighting the need for personalized learning strategies.
Area of Science:
- Educational Psychology
- Human-Computer Interaction
- Game Design
Background:
- Game-based learning (GBL) offers engagement and motivation but lacks data-driven design guidance.
- Effectiveness of GBL hinges on player enjoyment, necessitating consideration of individual game preferences.
Purpose of the Study:
- To identify patterns in student perceptions of play and categorize game-player types.
- To determine the key characteristics associated with different game-player types.
Main Methods:
- Q methodology was employed to analyze game preferences among undergraduate medical and dental students (n=102).
- Participants ranked 49 statements on game preferences, derived from focus groups and literature.
- By-person factor analysis and varimax rotation identified common viewpoints and patterns.
Main Results:
- Five distinct game preference patterns emerged: social achiever, explorer, socializer, competitor, and troll.
- These patterns were primarily characterized by themes of sociability and achievement.
- Differences were noted in attitudes towards cheating, solo play, storytelling, and winning complexity.
Conclusions:
- Identified player types are distinct and interpretable, revealing diverse perceptions of play among students.
- Tailoring game-based learning designs to individual student preferences is crucial for effectiveness.
- This research provides a scientifically-grounded framework for selecting student-centered game elements in educational settings.
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