Effects of gender and personality differences on students' perception of game design elements in educational gamification. Issue 154 (October 2021)
- Record Type:
- Journal Article
- Title:
- Effects of gender and personality differences on students' perception of game design elements in educational gamification. Issue 154 (October 2021)
- Main Title:
- Effects of gender and personality differences on students' perception of game design elements in educational gamification
- Authors:
- Denden, Mouna
Tlili, Ahmed
Essalmi, Fathi
Jemni, Mohamed
Chen, Nian-Shing
Burgos, Daniel - Abstract:
- Highlights: Investigation of the effect of gender and personality on perceiving game elements. The experiment was conducted in a public university with 189 undergraduate students who took three online gamified courses, based on the self-determination theory, during two academic years. Gender and personality can affect students' perceptions toward different game elements. Gender moderates the effect of personality on students' perception of the implemented game elements. Abstract: While many studies have reported the effectiveness of gamification in motivating students and making learning more fun, some others have reported contradictory findings regarding the potential of implementing game elements in an online gamified course. It is recognized that designing a successful gamification is a challenging process. Previous studies have shown that students' individual differences may impact their gamification experiences. This study complements the available body of research by examining the effect of gender and personality differences on students' perception of gamification in education. An experiment was conducted in a public university with 189 undergraduate students who took three online gamified courses, based on the self-determination theory, during two academic years. The results showed that gender and personality can affect students' perception of specific game elements. For instance, females are more likely to find feedback useful than males. Additionally, students lowHighlights: Investigation of the effect of gender and personality on perceiving game elements. The experiment was conducted in a public university with 189 undergraduate students who took three online gamified courses, based on the self-determination theory, during two academic years. Gender and personality can affect students' perceptions toward different game elements. Gender moderates the effect of personality on students' perception of the implemented game elements. Abstract: While many studies have reported the effectiveness of gamification in motivating students and making learning more fun, some others have reported contradictory findings regarding the potential of implementing game elements in an online gamified course. It is recognized that designing a successful gamification is a challenging process. Previous studies have shown that students' individual differences may impact their gamification experiences. This study complements the available body of research by examining the effect of gender and personality differences on students' perception of gamification in education. An experiment was conducted in a public university with 189 undergraduate students who took three online gamified courses, based on the self-determination theory, during two academic years. The results showed that gender and personality can affect students' perception of specific game elements. For instance, females are more likely to find feedback useful than males. Additionally, students low in extraversion are more likely to find a progress bar useful than students high in extraversion. The results also showed that gender moderates the effect of personality on students' perception of the implemented game elements. For instance, males low in extraversion are more likely to perceive badges' usefulness in gamified courses than males high in extraversion, whereas females low in conscientiousness are more likely to enjoy feedback than females high in conscientiousness. The findings of this study can help designers and educators personalize their gamified courses' design based on personality and gender. … (more)
- Is Part Of:
- International journal of human-computer studies. Issue 154(2021)
- Journal:
- International journal of human-computer studies
- Issue:
- Issue 154(2021)
- Issue Display:
- Volume 154, Issue 154 (2021)
- Year:
- 2021
- Volume:
- 154
- Issue:
- 154
- Issue Sort Value:
- 2021-0154-0154-0000
- Page Start:
- Page End:
- Publication Date:
- 2021-10
- Subjects:
- Personality -- Gender -- Gamification -- Human–computer interaction -- Distance education
Human-machine systems -- Periodicals
Systems engineering -- Periodicals
Human engineering -- Periodicals
Human engineering
Human-machine systems
Systems engineering
Periodicals
Electronic journals
004.019 - Journal URLs:
- http://www.sciencedirect.com/science/journal/10715819 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.ijhcs.2021.102674 ↗
- Languages:
- English
- ISSNs:
- 1071-5819
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 4542.288100
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- 18388.xml