Gamified learning theory: The moderating role of learners' learning tendencies

40Citations
Citations of this article
242Readers
Mendeley users who have this article in their library.

Abstract

The Gamified Learning Theory implies that gamification does not affect learning directly but stimulates a learning-related behavior in a mediating or moderating process. A learner-related behavior can, to some extent, be predicted based on the way learners tend to perceive, understand and utilize information. These different ways of learning are known as learning tendencies. This study investigates the moderator role of learning tendencies on gamification success concerning learners' academic participation, engagement, and experience. For this, Felder-Silverman Learning Style Model is used for the identification of learners' tendencies. In our study, 69 Computer Science students were randomly assigned to one control and two treatment groups. Students in the treatment groups were assigned two different gamified courses, while the control group attended a non-gamified course. This allowed us to analyze the individual effect of each gamification design and compare and see which gamification design was more appropriate for a learner with particular tendencies. Our results indicate that gamification design positively contributes to academic participation, affects learners' engagement in gamified environments, and that students' learning tendencies moderated students' engagement.

Cite

CITATION STYLE

APA

Zaric, N., Roepke, R., Lukarov, V., & Schroeder, U. (2021). Gamified learning theory: The moderating role of learners’ learning tendencies. International Journal of Serious Games, 8(3), 71–91. https://doi.org/10.17083/IJSG.V8I3.438

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free