The Gamification of Learning: Behavior, Personality, and Learning Outcomes

Main Article Content

Gun Indrakoses

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.

Article Details

How to Cite
Indrakoses, G. (2025). The Gamification of Learning: Behavior, Personality, and Learning Outcomes. University of the Thai Chamber of Commerce Journal Humanities and Social Sciences, 45(2), 132–155. retrieved from https://so06.tci-thaijo.org/index.php/utccjournalhs/article/view/280187
Section
Research Articles

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