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 editorsKarimov, Ayaz; Saarela, Mirka

Parent publicationGames and Learning Alliance : 13th International Conference, GALA 2024, Berlin, Germany, November 20–22, 2024, Proceedings

Parent publication editorsSchönbohm, 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 conferenceBerlin, Germany20.-22.11.2024

ISBN978-3-031-78268-8

eISBN978-3-031-78269-5

Journal or seriesLecture Notes in Computer Science

ISSN0302-9743

eISSN1611-3349

Publication year2025

Publication date18/12/2024

Number in series15348

Pages range331-336

Number of pages in the book429

PublisherSpringer

Publication countrySwitzerland

Publication languageEnglish

DOIhttps://doi.org/10.1007/978-3-031-78269-5_31

Publication open accessNot 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.


Keywordsonline teachingeducational technologyvirtual learning environmentsgamificationpreferencesgender differences

Free keywordseducational technology; gamification; gender; online educational platforms


Contributing organizations


Related projects


Ministry reportingYes

VIRTA submission year2025

Preliminary JUFO rating1


Last updated on 2025-25-01 at 20:05