This study investigated the effects of the gamification elements of scaffolding, score and hints on the user enjoyment and motivation of people of low literacy. In a four-condition within-subjects experiment, participants per-formed mental spatial ability tests with the aforementioned elements. Quantitative results were inconclusive, but post-test interviews provided insights on the limited effectiveness of the gamification elements. Complex questionnaire wording, high task difficulty, and an improperly situated task environment all contributed to ceiling effects in the influence of scaffolding. Score was found to be ineffective without proper contextualization connecting the numerical score to clearer performance measures. Finally, the underused hints functionality has indicated the need for adequate 'mixed initiative' support. © 2014 Springer International Publishing.
CITATION STYLE
Schouten, D., Pfab, I., Cremers, A., Van Dijk, B., & Neerincx, M. (2014). Gamification for low-literates: Findings on motivation, user experience, and study design. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8547 LNCS, pp. 494–501). Springer Verlag. https://doi.org/10.1007/978-3-319-08596-8_77
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