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How Personalization Affects Motivation in Gamified Review Assessments
Luiz Rodrigues1, Paula T Palomino2,3, Armando M Toda1,4
1Institute of Mathematics and Computer Sciences, University of São Paulo, São Carlos, Brazil.
Personalized gamification did not significantly differ from one-size-fits-all (OSFA) approaches in boosting student motivation. However, personalization showed varied effectiveness across different student demographics and preferences.
Area of Science:
- Educational Technology
- Human-Computer Interaction
- Learning Sciences
Background:
- Traditional one-size-fits-all (OSFA) gamification struggles to motivate diverse learners.
- Existing personalization often focuses on single user dimensions, neglecting multifaceted influences on motivation.
Purpose of the Study:
- To investigate multidimensional personalized gamification versus OSFA in enhancing student motivation.
- To compare the effectiveness of personalized gamification strategies across multiple institutions.
Main Methods:
- A controlled experiment was conducted across three institutions with 58 students.
- Gamification designs compared were OSFA and personalized (based on task, gaming habits, demographics).
- Student motivation to complete learning assessments was the primary outcome measure.
Main Results:
- No significant differences in motivation were found between OSFA and personalized gamification designs.
- Personalization reduced the number of user characteristics influencing motivation.
- Exploratory analysis indicated positive effects for females and technical degree holders, but negative for adventure/single-player game preference.
Conclusions:
- Multidimensional personalized gamification may not universally outperform OSFA approaches.
- Personalization effectiveness is contingent on user characteristics and preferences.
- Findings inform designers, practitioners, and researchers on personalization strategies in educational gamification.
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