A4 Article in conference proceedings
Online Learning Platform and Gamification Features Preferences : Gender-Based Analysis Among Estonian Students (2025)
Karimov, A., & Saarela, M. (2025). Online Learning Platform and Gamification Features Preferences : Gender-Based Analysis Among Estonian Students. In A. Schönbohm, F. Bellotti, A. Bucchiarone, F. de Rosa, M. Ninaus, A. Wang, V. Wanick, & P. Dondio (Eds.), Games and Learning Alliance : 13th International Conference, GALA 2024, Berlin, Germany, November 20–22, 2024, Proceedings (pp. 331-336). Springer. Lecture Notes in Computer Science, 15348. https://doi.org/10.1007/978-3-031-78269-5_31
JYU authors or editors
Publication details
All authors or editors: Karimov, Ayaz; Saarela, Mirka
Parent publication: Games and Learning Alliance : 13th International Conference, GALA 2024, Berlin, Germany, November 20–22, 2024, Proceedings
Parent publication editors: Schönbohm, Ava; Bellotti, Francesco; Bucchiarone, Antonio; de Rosa, Francesca; Ninaus, Manuel; Wang, Alf; Wanick, Vanissa; Dondio, Pierpaolo
Conference:
- International Conference on Games and Learning Alliance
Place and date of conference: Berlin, Germany, 20.-22.11.2024
ISBN: 978-3-031-78268-8
eISBN: 978-3-031-78269-5
Journal or series: Lecture Notes in Computer Science
ISSN: 0302-9743
eISSN: 1611-3349
Publication year: 2025
Publication date: 18/12/2024
Number in series: 15348
Pages range: 331-336
Number of pages in the book: 429
Publisher: Springer
Publication country: Switzerland
Publication language: English
DOI: https://doi.org/10.1007/978-3-031-78269-5_31
Publication open access: Not open
Publication channel open access:
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/99465
Abstract
With the increasing integration of technology in education, online platforms have become essential for learning, but understanding students’ preferences is crucial for their effectiveness. This study explores how students’ preferences for online educational platforms and gamification features vary across genders. We collected data from 406 students in Estonia, including 250 females, 142 males, and 14 others (such as non-binary, gender-neutral), and analyzed their usage patterns and preferences. The results show that platforms like Kahoot and Quizlet are widely favored among all genders. While females tend to prefer badge collection, males and others show a preference for competing with unknown players. However, there is little difference in preferences for point collection across gender groups.
Keywords: online teaching; educational technology; virtual learning environments; gamification; preferences; gender differences
Contributing organizations
Related projects
- THRIVE - Techniques for Holistic, Responsible, and Interpretable Virtual Education
- Saarela, Mirka
- Research Council of Finland
Ministry reporting: Yes
VIRTA submission year: 2025
Preliminary JUFO rating: 1