The Gamification of Learning: Behavior, Personality, and Learning Outcomes
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Abstract
This study aims to assist instructors in adopting gamification in their classrooms. While not everyone enjoys games, our research provides guidance on tailoring gamification to accommodate each learner's style. This is the first study of its kind to examine not only the behaviors and personalities of game players but also their learning outcomes. We analyzed data from surveys, Classcraft, and traditional assessment methods using various multivariate data analysis techniques. Four segments were identified: Oppo, Warrior, Commander, and Master. We recommend evaluating these segments through different approaches. Unlike Oppo and Warrior, the Commander and Master segments can be assessed from multiple perspectives. Finally, ongoing assessments of the Oppo and Master segments are advisable throughout the learning courses.
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This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
ลิขสิทธิ์ของบทความ
ผลงานที่ได้รับการตีพิมพ์ถือเป็นลิขสิทธิ์ของมหาวิทยาลัยหอการค้าไทย ห้ามมิให้นำเนื้อหา ทัศนะ หรือข้อคิดเห็นใด ๆ ของผลงานไปทำซ้ำ ดัดแปลง หรือเผยแพร่ ไม่ว่าทั้งหมดหรือบางส่วนโดยไม่ได้รับอนุญาตเป็นลายลักษณ์อักษรจากมหาวิทยาลัยหอการค้าไทยก่อน
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