A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä
Gamification Based on User Types : When and Where It Is Worth Applying (2023)


Subirats, L., Nousiainen, T., Hooda, A., Rubio-Andrada, L., Fort, S., Vesisenaho, M., & Sacha, G. M. (2023). Gamification Based on User Types : When and Where It Is Worth Applying. Applied Sciences, 13(4), Article 2269. https://doi.org/10.3390/app13042269


JYU-tekijät tai -toimittajat


Julkaisun tiedot

Julkaisun kaikki tekijät tai toimittajatSubirats, Laia; Nousiainen, Tuula; Hooda, Apoorwa; Rubio-Andrada, Luis; Fort, Santi; Vesisenaho, Mikko; Sacha, G. M.

Lehti tai sarjaApplied Sciences

eISSN2076-3417

Julkaisuvuosi2023

Ilmestymispäivä10.02.2023

Volyymi13

Lehden numero4

Artikkelinumero2269

KustantajaMDPI AG

JulkaisumaaSveitsi

Julkaisun kielienglanti

DOIhttps://doi.org/10.3390/app13042269

Julkaisun avoin saatavuusAvoimesti saatavilla

Julkaisukanavan avoin saatavuusKokonaan avoin julkaisukanava

Julkaisu on rinnakkaistallennettu (JYX)https://jyx.jyu.fi/handle/123456789/85693


Tiivistelmä

Students’ motivation is one of the most relevant factors when improving the quality of the
learning process. In this context, gamification is a powerful tool for increasing motivation at all levels
of teaching. Since gamification methodologies can be applied in many different ways, personalizing
gamified activities as a function of gamification user types is a promising strategy. Knowing the
user types is also an advantage to understand the nature of learners in the class. In this article, we
present the findings from several pilot exercises, where we identified gamification user types among
students from Spain and Finland, analyzing their prevalence as a function of age, gender, country,
and field of study. We also designed a gamification experience where activities were designed to
fit the preferences of different user types. From these pilot experiences, we found that gamification
user types are only relevant when other variables, such as the difficulty of the tasks or the presence
of students who do not work well in groups, are not present. Based on our findings, we conclude
that distance learning and subjects where previous knowledge is not present are good choices when
gamifying a subject.


YSO-asiasanatpelillistäminenkorkeakouluopetusopiskelijatopiskeluopiskelumotivaatiomotivaatio

Vapaat asiasanatgamification; higher education; user types


Liittyvät organisaatiot


OKM-raportointiKyllä

Raportointivuosi2023

Alustava JUFO-taso1


Viimeisin päivitys 2024-22-04 klo 20:53