Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study

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Authors Armando Toda, Paula Palomino, Luiz Rodrigues, Wilk Oliveira, Lei Shi, Seiji Isotani, Alexandra Cristea arXiv ID 2008.05847 Category cs.HC: Human-Computer Interaction Citations 3 Venue Anais do XXX SimpΓ³sio Brasileiro de InformΓ‘tica na EducaΓ§Γ£o (SBIE 2019) Last Checked 4 months ago
Abstract
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The exploratory study presented in this paper thus aims at verifying how data-driven gamified strategies are perceived by the students, i.e., the users of e-learning environments. In this study, we conducted a survey presenting 25 predefined strategies, based on a previous study, to students and analysed each strategys perceived relevance, instanced in an e-learning environment. Our results show that students perceive Acknowledgement, Objective and Progression as important elements in a gamified e-learning environment. We also provide new insights about existing elements and design recommendations for domain specialists.
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