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Can We Predict the Best Gamification Elements for a User Based on Their Personal Attributes?

机译:我们可以根据用户的个人属性预测最佳游戏化元素吗?

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Different studies have reported on the various effects of gamification on learners in the online learning course. Thus, it may be valuable to build a learner model that can be used to adapt gamification elements to learners' attributes (e.g. personality). To do this, it is important to understand the relationship between gamification and the learner's personality. A few empirical studies have tried to understand this relationship, but they were based on self-report questionnaires obtained from learners at the end of the study. Using this approach may bias the results because they ignore the learners who dropped out in the middle of the experiment. In the work presented here, we report on a series of studies, each using different gamification elements and each using dropping out as a proxy for motivation. Furthermore, we measured the learners' knowledge gain and satisfaction. The results show that gamification affects learners with different personality dimensions in different ways. Some personality dimensions gain significant benefits from some forms of gamification, while other personality dimensions do not. This variation in the results shows that it can be useful to use personality (ideally with other factors) as a basis for adapting gamification elements. The results can also be used to build a prediction model to match the most beneficial gamification elements to different personality dimensions.
机译:关于在线游戏过程中游戏化对学习者的各种影响的不同研究已有报道。因此,建立可用于使游戏化元素适应学习者的属性(例如个性)的学习者模型可能是有价值的。为此,重要的是要了解游戏化与学习者个性之间的关系。一些实证研究试图理解这种关系,但是它们基于研究结束时从学习者那里获得的自我报告调查表。使用这种方法可能会使结果产生偏差,因为他们会忽略在实验过程中辍学的学习者。在这里展示的工作中,我们报告了一系列研究,每个研究使用不同的游戏化元素,每个研究都以辍学作为动机。此外,我们测量了学习者的知识获取和满意度。结果表明,游戏化以不同的方式影响不同人格维度的学习者。一些人格维度从某种形式的游戏化中获得了显着的收益,而其他人格维度则没有。结果的这种变化表明,使用个性(理想地结合其他因素)作为适应游戏化元素的基础可能是有用的。结果还可以用于构建预测模型,以将最有益的游戏化元素匹配到不同的人格维度。

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