Back to Search
Start Over
Planning Gamification Strategies Based on User Characteristics and DM: A Gender-Based Case Study
- Source :
-
International Educational Data Mining Society . 2019. - Publication Year :
- 2019
-
Abstract
- 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. [For the full proceedings, see ED599096.]
Details
- Language :
- English
- Database :
- ERIC
- Journal :
- International Educational Data Mining Society
- Publication Type :
- Conference
- Accession number :
- ED599208
- Document Type :
- Speeches/Meeting Papers<br />Reports - Research