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

机译:在游戏化的学习环境中,人格是否会影响学生对游戏元素的偏好?

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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:尽管游戏化在学术界和从业者中引起了极大的关注,但人们对游戏化学习环境中个体差异的关注却很少。甚至在学生内部,特别是人格也被认为是个体差异的根源。因此,本研究调查了个性如何影响学生在游戏化的模块化面向对象动态学习环境(Moodle)中对八个游戏元素的感知偏好。来自突尼斯一所公立大学的一百零五名学生在两年内使用这个游戏化的Moodle学习了“面向对象的设计方法论”,“基本软件”和“信息监视方法论”课程。获得的结果表明,只有性格外向,尽责和开放的人格特质可能会影响学生对特定游戏元素的感知偏好。研究人员和从业人员可以利用这些发现来设计基于个性的个性化游戏化学习环境。

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