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Does Personality Affect Students' Perceived Preferences for Game Elements in Gamified Learning Environments?

机译:人格是否影响了学生对游戏学习环境中游戏元素的感知偏好?

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While gamification has gained considerable scholarly and practitioner attention, less concern is paid regarding individual differences in gamified learning environments. Personality in particular is considered as the source of individual differences even within students. Therefore, this study investigates how personality can affect students' perceived preferences for eight game elements in a gamified Modular Object-Oriented Dynamic Learning Environment (Moodle). One hundred and five students, from a public Tunisian university, used this gamified Moodle during two years to learn "Object Oriented Design Methodology", "Basic Software" and "Information Monitoring Methodology" courses. The obtained results showed that only extraversion, conscientiousness and openness personality traits may affect students' perceived preferences for particular game elements. These findings can be exploited by researchers and practitioners to design personalized and gamified learning environments based on personality.
机译:虽然赌博获得了相当大的学术和从业者的注意,但在赌博学习环境中的个体差异上,仍然令人关切。特别是个性被认为是即使在学生内也被视为个体差异的来源。因此,本研究调查了人格如何影响学生在赌博面向对象的动态学习环境(Moodle)中的八个游戏元素的感知偏好。从公共突尼斯大学的一百五名学生,两年内使用了这个赌博的Moodle,以学习“面向对象的设计方法”,“基本软件”和“信息监测方法”课程。获得的结果表明,只有途径,良性和开放性人格特质可能会影响学生对特定游戏元素的感知偏好。这些调查结果可以由研究人员和从业者利用,以根据个性设计个性化和游戏学习环境。

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