Abstract
Gamification in education is being used as a way to increase student engagement and learning. While carrying a big promise, little is known about how students with different personalities, sp e- cifically extraverts and introverts, are influenced by game elements and mechanics: knowledge that is essential to ensure that implementing gamification will not disengage some students. In two quasi - experiments performed in an academic course, students (n =102; n=58) were faced with the immediate feedback game mechanics such as points, rewards, and badges, and comparative feedback mechanics such as leaderboards and progress bars. The perceived playfulness from the implementation was measured and a Partial L east Squares (PLS) analysis was performed measu r- ing the relations between these elements and the way they increase the perceived playfulness throughout the semester. A moderation analysis was performed examining how extraverts and introverts perceive each impl ementation. Our results show that in both cases there were signif i- cant moderating effects between game mechanics and perceived playfulness. More specifically, the effect of leaderboards on perceived playfulness was higher for introverts and was negativ e for extravert s , meaning that implementing leaderboards may disengage extraverts. These results are important for gamification researchers who are looking at how different personalities derive pe r- ceived playfulness, based on different game mechanics and t o educators who plan to include game elements in their courses.
Cite
CITATION STYLE
Codish, D., & Ravid, G. (2014). Academic Course Gamification: The Art of Perceived Playfulness. Interdisciplinary Journal of E-Skills and Lifelong Learning, 10, 131–151. https://doi.org/10.28945/2066
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