IMPACT OF USER TYPES IN GAMIFIED LEARNING ENVIRONMENTS

被引:0
|
作者
Ponick, Eva [1 ]
Stuckenholz, Alexander [1 ]
机构
[1] Hamm Lippstadt Univ Appl Sci, Hamm, Germany
关键词
game-based learning; gamification; player types; user types hexad scale; Bartle's player types;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
E-learning platforms are widely used in higher education. To reinforce learning experience of e-learning content various digital services offered for students at university can be combined with gamification elements. This leads to personalized learning opportunities [21]. Different game elements like avatars, ranks, levels or badges [5] can be used to motivate students to deal with the teaching contents in gamified learning environments. These elements not only must fit to the form of teaching (seminars, lecture, exercise, practical) but also to students' personalities and gaming behaviour. One of the best known attempts to categorize players in games are Bartle's four player types achievers, explorers, socialisers and killers [2]. One problem taking out the Bartle test to find out individual player types is its strict reference to Multi-User Dungeons (MUDs) [1]. Another model created in the context of gamification and related to Bartle's taxonomy is the user types hexad scale with user types achievers, disruptors, free spirits, philanthropists, players and socialisers [14]. To derive user types a standardized survey is available [19]. With the aim to develop gamified e-learning content in higher education, we collected data to look at the distribution of students' user types and compare them with other available data sets. This offers insights into the question if depending on user types gamified e-learning content for students require a special adaption and should differ from content for e.g. companies.
引用
收藏
页码:2419 / 2425
页数:7
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