In recent years, many conducted studies have been using game design elements in educational systems to improve student’s experience and learning in the systems. Although many studies have shown excellent results with respect to stu- dent learning, several other studies have shown that gamification, when not properly planned, developed, and applied, can cause negative outcomes, such as demotivation and disengagement, which may even lead to students dropping out of the courses they are doing. One of the main suspects of this problem is the fact that most systems are not personalized according to student preferences and feature several gamifica- tion elements, some of which students may not like and feel unmotivated. Thus, the concept of tailored gamification appeared, that is, gamification planned according to the preferences and needs of the students. Throughout this chapter, we will present and discuss some problems related to gamification and introduce the importance of providing tailored systems according to students’ preferences, aiming to bring the students to a better learning experience.
CITATION STYLE
Oliveira, W., & Bittencourt, I. I. (2019). Introduction. In Tailored Gamification to Educational Technologies (pp. 1–7). Springer Singapore. https://doi.org/10.1007/978-981-32-9812-5_1
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