Research

The effects of personalized gamification on students’ flow experience, motivation, and enjoyment

The effects of personalized gamification on students’ flow experience, motivation, and enjoyment

The effects of personalized gamification on students’ flow experience, motivation, and enjoyment

By Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, Armando M. Toda, Paula T. Palomino, JulitaVassileva& Seiji Isotani

Abstract

“Gamification refers to the use of game mechanics in non-recreational environments, such as the school environment, in order to enhance motivation, concentration, effort, commitment and other positive values common to all games. Gamification allows us to establish clear objectives that are presented to be overcome. It also offers constant feedback, shows the progression of students, recognizes their effort and it guides them over the course of the teaching and learning process. The aim is to measure the knowledge of future teachers about gamification as a didactic resource. The sample is composed of 164 students of the Degree in Primary Education in Galicia (Spain). The scale obtains a reliability of 0.94 α. The index of Kaiser-Meyer-Olkin (KMO) provides a value of 0.932 and Bartlett’s test of sphericity (χ2 = 2739,793; gl = 351, p < .000), ensuring that the factor analysis is right, and the model achieves a good fit. The students of the Degree in Primary Education have not heard of the term gamification, but still consider feasible its implementation in the school environment. The students feel that they don’t know enough about this teaching resource, and they are afraid of not achieving the curricular objectives using it as they have no control over the content to be taught.

Reference

Oliveira, W., Hamari, J., Joaquim, S., Toda, A., Palomino, P., Vassileva, J., &Isotani, S. (2022, March 29). The effects of personalized gamification on students' flow experience, motivation, and enjoyment - smart learning environments. Retrieved April 28, 2022, from https://link.springer.com/article/10.1186/s40561-022-00194-x

Keyword

Gamification, flow experience, enjoyment, students, motivation, research