Personalized gamification versus one-size-fits-all gamification in fully online learning: Effects on student motivational, behavioral and cognitive outcomes

IF 3.8 1区 心理学 Q1 PSYCHOLOGY, EDUCATIONAL
Ya Xiao, Khe Foon Hew
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引用次数: 0

Abstract

The “one-size-fits-all” approach commonly used in gamified learning is unlikely to optimize the effects of gamification due to individual differences. Personalized gamification based on player types has been considered a promising alternative. However, the jury is still out on whether personalized gamification improves student learning. Previous experiments examining its effectiveness have reported mixed results. This study employed a mixed-method research design to examine the effects of personalized gamification on student learning in terms of motivational (intrinsic motivation), behavioral (task completion rate), and cognitive (cognitive engagement and learning performance) outcomes, comparing it to a one-size-fits-all gamification approach over eight weeks. The results showed that students in the personalized gamification group (n = 36) significantly outperformed those in the one-size-fits-all group (n = 29) in motivational, behavioral, and cognitive outcomes. The follow-up individual interviews provide insights into the reasons underlying the reported effects.

Educational relevance and implications statement

The present study found that personalized gamification, tailored to individual differences in player types, has a significantly larger positive influence on student motivational, behavioral, and cognitive outcomes compared to the one-size-fits-all gamification approach widely used in education. Students' responses in the follow-up interview revealed that personalized gamification enhances their positive emotions and reduces negative emotions, which are antecedents of an improved motivational state. The improved motivational state exerts a positive influence on behaviors, which, in turn, promote cognitive learning outcomes. This study provides empirical evidence for the effectiveness of personalized gamification, sheds light on the underlying mechanisms of its effectiveness and offers guidance for its implementation in online learning.

完全在线学习中的个性化游戏化与 "一刀切 "游戏化:对学生动机、行为和认知结果的影响
由于个体差异,游戏化学习中常用的 "一刀切 "方法不太可能优化游戏化的效果。基于玩家类型的个性化游戏被认为是一种很有前途的替代方案。然而,个性化游戏化是否能提高学生的学习效果,目前尚无定论。以往研究其有效性的实验报告结果不一。本研究采用混合方法研究设计,从动机(内在动机)、行为(任务完成率)和认知(认知参与度和学习成绩)三个方面考察了个性化游戏化对学生学习的影响,并将其与 "一刀切 "的游戏化方法进行了为期八周的比较。结果表明,个性化游戏化组(36 人)的学生在动机、行为和认知结果方面明显优于 "一刀切 "组(29 人)的学生。本研究发现,与广泛应用于教育领域的 "千篇一律 "的游戏化方法相比,根据玩家类型的个体差异量身定制的个性化游戏化对学生的学习动机、行为和认知结果的积极影响要大得多。学生们在后续访谈中的回答显示,个性化游戏化增强了他们的积极情绪,减少了消极情绪,而积极情绪是改善动机状态的先决条件。动机状态的改善会对行为产生积极影响,进而促进认知学习成果。本研究为个性化游戏化的有效性提供了实证证据,揭示了其有效性的内在机制,并为其在在线学习中的实施提供了指导。
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来源期刊
Learning and Individual Differences
Learning and Individual Differences PSYCHOLOGY, EDUCATIONAL-
CiteScore
6.60
自引率
2.80%
发文量
86
期刊介绍: Learning and Individual Differences is a research journal devoted to publishing articles of individual differences as they relate to learning within an educational context. The Journal focuses on original empirical studies of high theoretical and methodological rigor that that make a substantial scientific contribution. Learning and Individual Differences publishes original research. Manuscripts should be no longer than 7500 words of primary text (not including tables, figures, references).
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