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Profile-Based Algorithm for Personalized Gamification in Computer-Supported Collaborative Learning Environments

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In this paper we present an approach for personalizing gamification to the needs of each individual person. We designed the personalization for computer-supported collaborative learning environments by synthesizing three existing design frameworks: the lens of intrinsic skill atoms, gamification user type hexad and heuristics for effective design of gamification. The result of the design process is a context-aware and personalized gamification ruleset for collaborative environments. We also present a method for translating gamification rulesets to machine-readable classifier algorithm using the CN2 rule inducer and a framework for connecting the produced algorithm to collaborative software. Lastly, we present an example software for personalized gamification that was produced by applying the process presented in this paper.
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Profile-Based Algorithm for Personalized Gamification in
Computer-Supported Collaborative Learning Environments
Antti Knutas
Lappeenranta University of
Technology
Lappeenranta, Finland
antti.knutas@lut.fi
Rob van Roy
KU Leuven
Leuven, Belgium
Rob.vanRoy@soc.kuleuven.be
Timo Hynninen
Lappeenranta University of
Technology
Lappeenranta, Finland
timo.hynninen@lut.fi
Marco Granato
University of Milan
Milan, Italy
marco.granato@unimi.it
Jussi Kasurinen
South-Eastern Finland
University of Applied Sciences
Kotka, Finland
jussi.kasurinen@xamk.fi
Jouni Ikonen
Lappeenranta University of
Technology
Lappeenranta, Finland
jouni.ikonen@lut.fi
ABSTRACT
In this paper we present an approach for personalizing gamifi-
cation to the needs of each individual person. We designed the
personalization for computer-supported collaborative learning
environments by synthesizing three existing design frame-
works: the lens of intrinsic skill atoms, gamification user type
hexad and heuristics for effective design of gamification. The
result of the design process is a context-aware and personal-
ized gamification ruleset for collaborative environments. We
also present a method for translating gamification rulesets
to machine-readable classifier algorithm using the CN2 rule
inducer and a framework for connecting the produced algo-
rithm to collaborative software. Lastly, we present an example
software for personalized gamification that was produced by
applying the process presented in this paper.
ACM Classification Keywords
H.1.2. User/Machine Systems: Human Factors; I.2.1. Appli-
cations and Expert Systems: Games; K.3.1. Computer Uses
in Education: Collaborative Learning
Author Keywords
gamification, adaptive systems, personalization,
computer-supported collaborative learning
INTRODUCTION
Collaborative learning is a learning method where students
have a symmetry of action, knowledge and status, and have a
low division of labor [9]. Computer-supported collaborative
learning facilitates the interaction with software tools and
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GHITALY17: 1st Workshop on Games-Human Interaction, September 18th, 2017,
Cagliari, Italy.
increases potential for creative activities and social interaction
[26]. In recent studies, it has been shown that students can
be guided towards educational goals like collaboration by
using gamification [20], which is the application of game-like
elements to non-game environments [8].
However, gamification is not a "one size fits all" solution [29].
Early research on the gamification of education concentrated
on exploratory research and proof of concepts, or specifying
the user interface elements by which gamification manifests
in systems [24]. Recent literature reviews assessing the po-
tential of gamification in education found several positive
implications, like increased engagement and motivation [20,
24], although some studies also link gamification to negative
consequences, like unproductive competition or reward satu-
ration that leads to demotivation [10, 24]. Different authors
have pointed to contextual and personal differences to explain
these mixed results and have called upon future research to
take these characteristics into account [2, 18, 29].
We propose that in order to make gamification more user-
centric and customized to the individual user in computer-
supported collaborative learning (CSCL) environments, the
systems should include profiling of users in its design princi-
ples and selectively choose gamification features presented to
each user. In this study, we present the design process for cre-
ating an algorithm to choose challenge-type gamification tasks
in CSCL systems, and a proof-of-concept algorithm. More
specifically, our research goals are:
1. How can personalized gamification features be designed to
address the preferences of different user types?
2. How could customized, profile-based gamification chal-
lenges be assigned to different users in CSCL environments?
In the design process, we use the design heuristics for effec-
tive gamification in education [23] to create a gamification
task ruleset personalized for each user type as defined in the
gamification user type hexad [28]. We then use the CN2 rule
GHITALY17: 1st Workshop on Games-Human Interaction, April 18th, 2017,
Cagliari, Italy.
Copyright © 2017 for the individual papers by the papers' authors. Copying
permitted for private and academic purposes. This volume is published and
copyrighted by its editors.
induction algorithm [4] to create a classifier to identify differ-
ent conditions that occur in a CSCL environment as discovered
by Knutas [15] and to recommend gamification tasks for the
main CSCL system.
GAMIFICATION IN EDUCATION
Approaches that use some elements of gamification have been
shown to increase student collaboration and motivation in edu-
cational settings [20]. However, effective gamification is about
using the game elements to foster users’ three innate needs for
intrinsic motivation
1
[24], originally adapted from Deci and
Ryan’s self-determination theory [5]. These principles are [5]:
Relatedness, the universal need to interact and be connected
with others; Competence, the universal need to be effective
and master a problem in a given environment; Autonomy, the
universal need to control one’s own life.
Studies in the field indicate that gamification methods are
successful in fostering collaboration, especially when follow-
ing the principles of self-determination theory [16, 27]. At
the same time, individual elements of gamification have been
studied, and recent research concludes that simply applying
a single outward aspect of gamification, like badges or other
repetitive rewards [13, 24], does not work, and instead gamifi-
cation has to consider the motivation and goals of the course
as a complete system.
PERSONALIZATION IN GAMIFICATION
Different authors have pointed to various potential confounds
while aiming to explain the mixed results found in literature.
For example, the unexpected negative effects could be due
to bad gamification design [10, 13] or to the particular inter-
play between the gamified system and the implementation
context [8, 29]. Also, personal characteristics are hypothe-
sized to impact gamification’s potential [2, 18], as such being
a possible explanation for the otherwise-presumed negative
consequences.
Research shows that different users interpret, functionalize
and evaluate the same game elements in radically different
ways [22]. In much the same way, Koster [17] reasons that
it is impossible to design a universal "fun" game, as different
predispositions and social structures bring a unique, personal-
ized sense of fun for everyone. To exemplify this personalized
meaning making of game elements, Antin and Churchill [1]
theoretically distinguished five different functions a user can
ascribe to a badge. Taken together, these results make an argu-
ment for using gamification that is specifically tailored to its
users, in order for gamification to live up to its full potential
[6, 23]. Furthermore, the success of such personalization tech-
niques has already been proven in other digital contexts, like
persuasive technologies and games (see for example [14, 25]).
In this line of reasoning, we argue that player types can be
a valuable tool to personalise gamification. This way, we
build on Monterrat and colleagues’ work [19] in which they
use predefined player types and a player adaptation model in
order to improve the matching of gamification elements to the
preferences of the user.
1Intrinsic motivation in gamification literature; autonomous mo-
tivation in self-determination theory literature
Gamification Player Type Hexad
We selected the gamification user type hexad by Tondello et al.
[28] as a model for personalized design when creating gamifi-
cation approaches. They used a survey with 133 participants
and quantitative methods first to develop and then validate a
response scale for assessing user preferences. This user model
was selected over alternatives because it is evidence-based and
gamification-specific.
The user types are summarized in Table 1. With each user
type we also present intended gamification approach. The
disruptor user type was defined as out of scope in this project.
This user type tends to disrupt the system and is difficult to
address within the context of the system. Instead, they will be
addressed by other types’ autonomy and relatedness -related
challenges and by being involved in the development of the
system.
GAMIFICATION DESIGN PROCESS
Technology designed for changing users’ attitudes or behav-
ior in online systems is known as persuasive technology [11].
Oinas-Kukkonen and Harjumaa further define persuasive soft-
ware as “computerized software or information systems de-
signed to reinforce, change or shape attitudes or behaviors
or both without using coercion or deception” [21, p. 486].
Adding gamification features to computer-supported collabo-
rative learning can be considered persuasive software because
the design intent is to change user behavior.
We used the three-element persuasion context framework de-
fined by Oinas-Kukkonen and Harjumaa [21] to initially frame
the design for the personalized gamification system. The intent
(1) is on the part of the designers is to increase collaboration.
The designers intend to use the principles of gamification first
to affect behavior that leads to positive attitude changes. The
event (2), or the use context, is user activity in the collaborative
system. Their goal is to accomplish course-related tasks. Our
strategy (3) for persuasion is to use gamification elements to
give users personalized, constructive gamification tasks and
motivating feedback through the system.
The overall design process followed Deterding’s framework
[7] for creating gameful designs. The framework presents
principles to create gameful designs for motivation and en-
joyment, which can be applied to create gamified software.
Using these principles, Deterding states that "in pursuing her
needs, a user’s activity entails certain inherent, skill-based
challenges. A gameful system supports the user’s needs by
both (a) directly facilitating their attainment, removing all ex-
traneous challenges, and (b) restructuring remaining inherent
challenges into nested, interlinked feedback loops of goals,
actions, objects, rules, and feedback that afford motivating
experiences." [7, p. 315]
Our design process followed the five steps presented in Deter-
ding’s framework [7], detailed in the following paragraphs.
1. Strategy. Target outcome is increased collaboration between
students and increased engagement in the CSCL platform.
The flexibility of the system is constrained by automatically
measured environmental variables and the functionality of the
platform.
Player type Description Provided gamification tasks
Philanthropist Motivated by purpose. They are altruistic and willing to give
without expecting a reward.
Tasks that direct help to those who need it most at the
moment. For example individuals asking for help or teams
with unsolved issues.
Socialiser Motivated by relatedness. They want to interact with others
and create social connections.
Tasks that channel the socialization impulse to upkeep the
collaborative spirit of the environment.
Free spirit Motivated by autonomy, meaning freedom to express
themselves and act without external control. They like to
create and explore within a system.
Tasks that channel exploration into sharing resources, and
tasks that acknowledge and reward the joy of discovery.
Achiever Motivated by competence. They seek to progress within a
system by completing tasks, or prove themselves by tackling
difficult challenges.
Easiest to address within the framework. Tasks that are
competitive or gather around achieving the "next level", e.g.
with points or badges.
Player
Motivated by extrinsic rewards. They will do whatever to earn
a reward within a system, independently of the type of the
activity.
Similar to achiever’s, except the mix of tasks includes more
tasks that encourage working with others and building a
positive sense of community.
Table 1. Gamification player types [28] and personalized approaches
2. Research. The user activity was translated into behavior
chains by analyzing current literature on CSCL and using prin-
ciples of persuasive design to frame the event structure. User
needs and motivations were adapted from current literature on
motivation and Tondello’s evidence-based gamification user
type hexad.
3. Synthesis. The principles of self-determination theory
[5], collaborative learning [9] and heuristics for the design of
gamification in education [23] were used to design challenges
in the form of gamification tasks presented to the users. These
were considered in the context of possible actions that can be
taken in a CSCL system.
4. Ideation was performed in a series of workshops, where a
panel of experts ideated rules with a note-taker translating the
ideas to the skill atom framework and presenting the results
for approval. The panel of experts consisted of three experts
on game design, three experts on gamification and education,
and two software engineers. The ideation process resulted in
a total of 69 gamification tasks for five different player types.
When duplicates were collated, it resulted in 42 individual
tasks.
5. Iterative prototyping, the last step, was performed partly
and left partly for future work. The ruleset and the algorithm
were tested and evaluated. Combining the ruleset with a live
CSCL system is part of future work.
Design Heuristics for Gamification
The panel of experts that participated in design workshops
were informed by principles of good collaborative learning
[9, 12], gamification user type hexad [28], and the self-
determination theory -based design heuristics for effective
gamification of education [23] during the design process of
the ruleset. Below, we present the design heuristics and how
they guided the design process.
#1 Avoid obligatory uses. The computer-supported collabo-
rative learning environment and especially its gamification
features should be voluntary to use.
#2 Provide a moderate amount of meaningful options. The
user is able to choose which gamification tasks to accomplish,
if any. Furthermore, as the challenges are based on the user’s
characteristics, these challenges are relevant to each person
and as such present meaningful options to the user.
#3 Set challenging but manageable goals. No task is meaning-
less or impossible to accomplish. Also, the difficulty level of
the implemented challenges are tuned to the users’ capabilities,
as such keeping the tasks manageable, while at the same time
being challenging.
#4 Provide positive, competence-related feedback. Just as
tasks should be meaningful, the feedback is meaningful and
positive. There should not be any feedback that can be per-
ceived as a punishment. When presented in a CSCL system,
the feedback should make the user feel capable.
#5 Facilitate social interaction. There are several gamification
tasks that show the positive impact the user’s actions can have
on each other. CSCL systems are social by their nature and
several tasks promote positive interaction.
#6 When supporting a particular psychological need, be wary
to not thwart the other needs. The gamification tasks should
not concentrate on promoting only one aspect over others. For
example, when promoting relatedness and prompting users to
interact, users should not feel that they are forced to, and thus
feel less autonomous.
#7 Align gamification with the goal of the activity in question.
Gamification tasks support both motivation and goal achieve-
ment. CSCL systems should not distract from accomplishing
actual team and learning goals.
#8 Create a need-supporting context. The system should
be voluntary, open and supportive. When the algorithm is
integrated to a CSCL environment, it should be presented as a
supportive feature, not the main feature.
#9 Make the system flexible. The gamification system is adap-
tive, providing personalized challenges to different user types.
The adaptive approach is the main novel contribution of this
project for CSCL systems.
Structuring Gamification Tasks
Deterding’s framework provides a method to structure gamifi-
cation design elements, called the lens of intrinsic skill atoms
[7]. It uses two elements, skill atoms and design lenses, to
identify challenges in a user’s goal pursuit and restructure
them to afford gameplay-characteristic motivating, enjoyable
experiences. Deterding names this design perspective the lens
of intrinsic skill atoms. Design lenses combine a memorable
name, a concise statement of a design principle and a set of
focusing questions to evaluate game design from a specific
perspective [7]. Skill atoms originate from an effort to develop
a formal grammar for games, in which skill atoms are the
smallest defined elements, of which the following are used
in gamification: goals, actions, objects, rules, feedback, chal-
lenge, and motivation.
We used this lens of intrinsic skill atoms to structure our gam-
ification system’s elements. The columns of Table 2 follow
this structure. The table presents one sample gamification task
for each player type.
Goal: An extra, quest-like challenge that the user needs to
accomplish. Something that is presented to the user by the
system based on the recommendation of the algorithm.
Action: Set of actions that the user can take in the system to
achieve the goal. Defined in columns Task 1 and 2.
Object: What the user can act upon, or the system state. In
this case the conditions of Prerequisite 1 to 3 define which
goals and actions are presented to the user.
Rules: Specification of what actions the user can take and how
they affect the system. In this system’s case they are inherent
to the functioning of the CSCL environment and the variables
monitored by the system.
Feedback: Sensory information that informs the user of system
state changes. In this system’s case this is left open for the im-
plementer of the CSCL environment. However, one minimal
approach is presenting a notification and a badge when a goal
has been achieved by a user’s actions.
Challenge: The difficulty of achieving the goal, caused by the
difference in system state and user’s perceived current skill.
The tasks should be meaningful and always make the user feel
that he or she made a real contribution to the collaborative
environment.
Motivation: The psychological needs energizing and directing
the user to seek out and engage with the system. In this sys-
tem’s case feelings of competence, relatedness, and autonomy.
ALGORITHM FOR ADAPTIVE GAMIFICATION
The algorithm is based on the ruleset presented in the pre-
vious section. It is designed to choose context-dependent,
personalized gamification tasks for users of a specific variety
of a computer-supported collaborative learning system. It is
based on a classifier created with the CN2 rule induction al-
gorithm [4], which condensed the ruleset into a set of if-else
-conditions. When activated, it uses the environmental vari-
ables to decide which quest-type task should be presented to
the user.
In this case, gamification task means tasks that correspond to a
set of goals that need to be met, in a manner that is for example
similar to a quest in a video game. The task assignment,
accomplishment and feedback process follows the "new goal
- rules - action - challenge - feedback - motivation" loop of
the lens of intrinsic skill atoms [7], as presented in the design
section.
The algorithm is designed to act as a stateless plugin for a
specific type of computer-supported collaborative learning
environment. It integrates to the CSCL system as presented
in Figure 1. It depends on the system to give it snapshots
of status variables, which it uses to recommend gamification
tasks. The system is responsible for task accomplishment
tracking, feedback, and other interaction features. However,
the ruleset is also presented in a human readable format in the
online appendix and contains some recommendations for task
presentation. The algorithm depends on the CSCL system for
system status as input, such as user gamification type, user
skill, issue tracker task activity and discussion system activity.
The full list is presented in the Online Appendix 2.
1. Interaction 4. Response and
gamification tasks
(2). User
behavior
parameters
(3). Gamification
task proposal, if
conditions match
Figure 1. System diagram of a CSCL environment and the algorithm
The algorithm design makes the following assumptions on
the system: 1) The users of the systems are students who
are willing and allowed to help each other, 2) the students
are engaged in collaborative teamwork and have series of
tasks to do, 3) there is a system to track the tasks assigned,
such as GitHub or a CSCL system presented by Knutas [15],
4) the system tracks when participants work on tasks and
allows external help, and 5) there is a free-form synchronous
discussion system associated with the CSCL environment.
Machine-Format Rule Creation with CN2
The CN2 rule induction algorithm is a basic component of
many machine learning systems. It creates a list of classifica-
tion rules from examples using entropy as its search heuristics
[4]. In this case, the examples are the list of prerequisites that
can trigger the conditions for providing personalized gamifi-
cation tasks and the classes are individual gamification tasks
the algorithm should offer. The CN2 rule inducer was origi-
nally designed to function in a noisy environment and to find
a minimal number of rules that cover a maximal number of
cases. The list of cases was already pre-vetted by the panel of
2https://doi.org/10.5281/zenodo.827225
Prerequisite 1
(player type)
Prerequisite 2 Prerequisite
3
Task 1 Task 2
Philantropist High user skill Low skill user in
chat
Write in chat
Get upvote from low skill user
Socializer Low chat activity High user skill in
chat
Carry out chat activity for 15
minutes
(none)
Free spirit
Own team has low activity
Other teams are
active
Check the status of all other
teams
Start a discussion in chat on
one found item
Achiever Point difference between
teams is low
Player team is
not on top
Raise your team to the top of
the scoreboard
(none)
Player Own team has many
unsolved issues
Own team has
old issues
Get other team to help Issue is solved
Table 2. Sample gamification tasks for each player type and their triggering conditions
experts, so the CN2 inducer parameters were deliberately set
to cause overfitting in order to cover all of the cases.
The rule induction process from 69 human-defined rules re-
sulted to 59 machine format if-else rules. For example, the
rules for the third task (Free spirit) in Table 2 was induced
into a following rule: "IF Hexad = Free Spirit AND Chat
Activity != Low AND Ownteam opentasks = high AND Own-
team task age = high AND Ownteamactivity != high THEN
Challenge_class = 7 (Quality 0.125)". The CN2 rule inducer
was used in unordered mode, which means all the rules are
evaluated and the algorithm does not stop after the first match.
When several rules match, the one with the highest quality is
selected.
The full list of rules, training data, variables and the algorithm
itself, stored as an Python-based Orange Data Mining classifier
3
, are available in the Online Appendix
2
. Orange was selected
as the classifier implementation because it provides a Python-
based library and enables programmers to load and use the
classifier without in-depth knowledge of machine learning.
The appendix contains a short, interactive program for testing
the classifier.
DISCUSSION AND CONCLUSION
All gamification approaches are not suited for everybody,
which means that for gamification to have more of an impact,
the gamification system should be personalized to respond to
the needs of each individual user. In this paper we presented
an approach to create personalized gamification rulesets us-
ing a framework [7] for creating playful designs and design
heuristics [23] for effective gamification (research goal 1). The
ruleset was induced into machine-format rules that can be used
as a plugin algorithm for computer-supported collaborative
learning environments in order to select personalized gami-
fication tasks for specific user types and situations (research
goal 2).
The presented algorithm can be used to improve collaborative
learning systems that are looking to add or improve personal-
ized gamification features. Moreover, it makes a distinction
between the interaction environment and interaction rules. The
decoupling between the environment and the ruleset allows
gradual development and improvement of gamification with-
out having to re-develop the logic of the entire system. It also
allows sharing rulesets as plugins for others to use.
3https://orange.biolab.si
Previous studies indicate that personal characteristics affect
how people respond to game elements [22] and this can have
an impact on the effectiveness of gamification [2, 18]. The
approach to designing user type specific rules presented in this
paper are one solution to increasing personalization in gamifi-
cation. While models and designs have been published (e.g.
[3, 19]) for personalization through adaptation in gamification,
to our knowledge this is the first published realization of such
designs in collaborative systems for education.
The approach presented in this paper builds on theoretical work
from the field of gamification research, and existing concepts
from other domains. As future work more testing with the
algorithm will be conducted by implementing a CSCL system,
which can be used to evaluate and validate the algorithm in a
series of tests.
ACKNOWLEDGMENTS
Research was partially funded by European Union Regional
Development Fund grant number A70554, "Kyberturvallisuu-
sosaamisen ja liiketoiminnan kehittäminen," administrated by
the Council of Kymenlaakso.
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... In this review, different difficulty adaptation strategies have been found. Finally, the proposal of Knutas et al. in [PA17] can potentially have a difficulty adaptation if the ruleset is built by properly following the Design Heuristics for Gamification [32]. In particular, whether some characteristics of player (or team) performance were taken into account in setting challenging but manageable goals. ...
... Finally, the gamification design process proposed by Knutas et al. in [PA17] includes the group perspective (heuristics), then the built ruleset, and therefore 385 the generated algorithm is going to consider a community adaptation strategy. ...
... Notably, the work of Knutas et al. [PA17][ PA25] proposes an algorithm 26 that can choose context-dependent, gamification tasks for each Hexad user type. ...
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Mass collaboration mediated by technology is now commonplace (Wikipedia, Quora, TripAdvisor). Online, mass collaboration is also present in science in the form of Citizen Science. These collaboration models, which have a large community of contributors coordinated to pursue a common goal, are known as Collaborative systems. This article introduces a study of the published research on the application of adaptive gamification to collaborative systems. The study focuses on works that explicitly discuss an approach of personalization or adaptation of the gamification elements in this type of system. It employs a systematic mapping design in which a categorical structure for classifying the research results is proposed based on the topics that emerged from the papers review. The main contributions of this paper are a formalization of the adaptation strategies and the proposal of a new taxonomy for gamification elements adaptation. The results evidence the lack of research literature in the study of adapting gamification in the field of collaborative systems. Considering the underlying cultural diversity in those projects, the adaptability of gamification design and strategies is a promissory research field.
... There were different approaches to adaptation in gamified collaborative systems. These include difficulty adaptation, which that either be based on the player behavior (player's performance) [36,37] or based on the global behavior of a group of players [38], adaptive curriculum guidance [39,40], storytelling and content adaptation [41,42], adaptive presentation [43], and motivational interventions [32,44]. Our research work relates to the last two approaches as it presents to the user those game elements that fit their profile to motivate them to complete the course. ...
... Moreover, Ayastui et al. [27] formalized adaptation strategies and proposed a new taxonomy-gamification elements adaptation strategy (GEAS)-for the adaptation of gamification elements. The so-called full GEAS strategy refers to the adaptation that applies different gamification elements at different moments depending on the estimated user preferences [40,45]. Single GEAS adjusts some features of the gamification elements according to players' behavior [32,46]. ...
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The design of gamified experiences following the one-fits-all approach uses the same game elements for all users participating in the experience. The alternative is adaptive gamification, which considers that users have different playing motivations. Some adaptive approaches use a (static) player profile gathered at the beginning of the experience; thus, the user experience fits this player profile uncovered through the use of a player type questionnaire. This paper presents a dynamic adaptive method which takes players’ profiles as initial information and also considers how these profiles change over time based on users’ interactions and opinions. Then, the users are provided with a personalized experience through the use of game elements that correspond to their dynamic playing profile. We describe a case study in the educational context, a course integrated on Nanomoocs, a massive open online course (MOOC) platform. We also present a preliminary evaluation of the approach by means of a simulator with bots that yields promising results when compared to baseline methods. The bots simulate different types of users, not so much to evaluate the effects of gamification (i.e., the completion rate), but to validate the convergence and validity of our method. The results show that our method achieves a low error considering both situations: when the user accurately (Err = 0.0070) and inaccurately (Err = 0.0243) answers the player type questionnaire.
... Feedback is the most common element in adaptive gamification models [20,23,25,27,28,30,33,34,35] that can contribute to the development of students' metacognition awareness and monitoring of learning. In [20] the authors describe a framework for user-centered gamification where feedback returns relevant information to the user and generates an engagement cycle. ...
... The model by [27] uses the theoretical guideline of providing positive, competence-related feedback. The authors state that feedback should be meaningful and positive, and should make the user feel capable and not perceived as a punishment [27,35]. Immediate and positive feedback is also a guideline for adaptive gamification [33]. ...
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Research on gamification effects on students’ engagement and learning, shows that this should be tailored to its users taking personal characteristics, needs and preferences into account (Barata, 2015; Bockle et al, 2017, Mekler et al., 2017, Hallifax, et al., 2019) rather than applying the standard “one size fits all” design (Böckle et al, 2017) to maximize its effects. Despite a growing body of literature in this area, with the use of machine learning algorithm-based automatization to create personalized designs (Knutas, et al., 2019), Böckle et al. (2017) show that there is little systematic analysis and understanding of what makes up effective approaches to gamification, and the need to explore more complex adaptivity methods. While generally positive, the impact of gamified interventions on student participation varies depending on whether the student is motivated intrinsically or extrinsically (Buckley & Boyle, 2014) and self-regulated learning skills may help increase intrinsic motivation. Self-regulated learning strategies of time management, metacognition, critical thinking, and effort regulation were found to have significant positive correlations with academic success in online settings (Broadbent & Poon, 2015) and to improve students’ satisfaction and learning persistence (Joo, Joung & Kim, 2012). These strategies can be taught to students or promoted by learning environments. In this paper, we present the results of a Systematic Literature Review of scientific papers with empirical evidence from adaptive and personalized learning systems for Higher Education. The aim of the review was to understand how adaptive and personalized gamified learning systems can help higher education students develop self-regulated learning strategies. This was achieved by classifying them on a theoretical framework of dimensions and strategies that can promote self-regulated learning as competence to be developed by learners (Zimmerman, 2011; Kizilcec et al., 2017). This review followed the PRISMA guidelines for systematic reviews. Our analysis focused especially on the role of internal feedback, acquired from tasks, and external feedback aimed at learning processes as an important element on the educational outcomes from the interactions between learners and adaptive learning systems
... Collaborative learning and blended learning are other learning environments in which gamification is used. The studies on the use of gamification in collaborative/cooperative learning, with the purpose of increasing engagement in group activities requiring cooperation, interaction, and sharing, yielded positive results (e.g., Betts et al., 2013;Halloluwa et al., 2018;Knutas et al., 2017;Li et al., 2013). Blended learning is the integration of online activities with face-to-face learning environments (Garisson & Kanuka, 2004). ...
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... Machine learning can tailor the gamified interactions and dynamically configure the interaction parameters. literature presents many instances of this application (Monterrat et al. 2014;Knutas et al. 2017;Lopez and Tucker 2018). Another utilization of machine learning and gamification in learning activities is developing some type of automatic tutoring of the learner through analyzing user interactions and providing proper guidance with the help of gamification (Dalmazzo and Ramirez 2017). ...
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... Kecerdasan buatan dapat diterapkan dalam gamifikasi untuk menentukan reward yang akan diberikan kepada pelanggan supaya lebih dinamis dan tidak monoton. Penelitian yang dilakukan oleh [9] menerapkan algoritma berbasis profil untuk personalisasi gamifikasi dalam lingkungan pembelajaran yang didukung oleh komputer. Kemudian [10] membahas tentang potensi machine learning dalam personalisasi gamifikasi. ...
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Inovasi menggunakan gamifikasi diperlukan untuk menghadapi persaingan antar e-commerce. Gamifikasi berguna untuk meningkatkan pengalaman, menjaga kesetiaan pelanggan, penguatan merk dan melengkapi motivasi pembeli dan melakukan transaksi di e-commerce. Bentuk yang umum dari gamifikasi adalah pemberian reward bagi pelanggan dengan kondisi tertentu. Kondisi ini contohnya adalah lama menjadi pelanggan, besar transaksi, jenis transaksi. Masalah yang terjadi berkaitan dengan pemberian reward kepada pelanggan adalah reward yang tidak sesuai dan monoton atau mudah ditebak sehingga unsur kejutan yang menjadi salah satu elemen penting dari reward menjadi menurun kualitasnya. Penelitian ini bertujuan membentuk model gamifikasi yang tidak monoton menggunakan kecerdasan buatan dengan metode logika fuzzy. Logika fuzzy mampu membentuk perilaku reward yang dinamis sehingga meningkatkan kualitas reward yang diberikan kepada pelanggan. Input yang digunakan untuk menentukan reward adalah banyaknya transaksi, banyak produk dipilih dan total biaya pesanan. Hasil dari penelitian ini, logika fuzzy dapat menghasilkan perilaku reward yang lebih dinamis. Kata kunci: gamifikasi, reward, logika fuzzy, e-commerce
... In this direction, gamification has picked the attention of many several researchers. However, in the literature, only one approach was found in which, to personalize the gamification of CL scenarios, machine learning is used to identify individual profiles of gamification [Knutas et al. 2017]. However, this solution is not oriented to deal with motivational problems in the scripted CL, and its purpose is to increase the communication of the participants. ...
... The study presented in [Lavoué et al. 2018] uses BrainHex as a model for user profiling, establishing a matrix of elements scoring their relevance for each player type. While in [Knutas et al. 2017], the authors used the Hexad Scale as part of a context-aware and personalized gamification ruleset for collaborative environments. ...
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Adaptive gamification is an emerging and fast-growing research stream, that enhances traditional gamification approaches with user-centered, personalized and adaptive incentive mechanisms, tailored to a specific characteristic of different users and contexts. While game-like elements have been successfully applied to increase end-user engagement, satisfaction and task performance in different domains, the effectiveness has often been mixed, highly context specific and varied among individuals. In order to understand how adaptive gamification approaches can be developed that overcome such problems, we have conducted a systematic literature review that identifies main issues and challenges in current literature on adaptive gamification. The analysis corpus is composed of 43 identified studies and includes supporting theoretical contributions from related research areas. The performed analysis provides several contributions. First, a conceptual matrix of adaptive gamification design is proposed that identifies major dimensions of current approaches and classifies these accordingly. Second, we came up with a thematic overview where the identified literature and their related studies are assigned to the designated areas. Finally, we identify five research challenges and propose a research agenda that can serve as a basis for future research directions and for practitioners who want to apply adaptive gamification strategies in real-world applications.
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Gamification, a design technique that uses the motivational elements of games in other contexts, is increasingly looked at as a possible solution to the dropping levels of motivation observed in learners. However, previous research has presented mixed results as to the demonstration of whether gamification in education works or not. To better evaluate the potential of gamification, we argue that it is important to first focus on how gamification works. This chapter contributes to this discussion by asking three research questions, starting by specifying “What is gamification?” (Q1), to then revealing “How does gamification work?” (Q2). Looking at gamification from the perspective of Self-Determination Theory, we show that various types of motivation guide people’s behaviour differently, and point to the importance of basic psychological need satisfaction. Furthermore, the answers to our first two research questions will explain why adding game elements as external, meaningless regulations is likely to cause detrimental effects on learners’ intrinsic motivation. Finally, by cumulating these theory-informed in- sights, we address our last research question “How can gamification design be improved?” (Q3), and define 9 Gamification Heuristics that account for (the inter- play between) design, context and user characteristics. As such, this chapter forms a guide for researchers, educators, designers and software developers in fostering a promising future generation of gamified systems that resonates our plea for theory-driven design.
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Gamification is often proposed as a solution to motivate students in an educational context. In this paper, we investigate whether personalized gamification systems tailored to the needs of the specific users show more potential than a one-size-fits-all-approach. We report on a qualitative study with 40 Dutch university students who used an online gamified system in the context of a master course for a period of 15 weeks. The preliminary findings disclose partial evidence that personalization should already be accounted for during the design phase of the system.
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We synthesized the literature on gamification of education by conducting a review of the literature on gamification in the educational and learning context. Based on our review, we identified several game design elements that are used in education. These game design elements include points, levels/stages, badges, leaderboards, prizes, progress bars, storyline, and feedback. We provided examples from the literature to illustrate the application of gamification in the educational context.
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Research on the effectiveness of gamification has proliferated over the last few years, but the underlying motivational mechanisms have only recently become object of empirical research. It has been suggested that when perceived as informational, gamification elements, such as points, levels and leaderboards, may afford feelings of competence and hence enhance intrinsic motivation and promote performance gains. We conducted a 2 × 4 online experiment that systematically examined how points, leaderboards and levels, as well as participants' goal causality orientation influence intrinsic motivation, competence and performance (tag quantity and quality) in an image annotation task. Compared to a control condition, game elements did not significantly affect competence or intrinsic motivation, irrespective of participants' causality orientation. However, participants' performance did not mirror their intrinsic motivation, as points, and especially levels and leaderboard led to a significantly higher amount of tags generated compared to the control group. These findings suggest that in this particular study context, points, levels and leaderboards functioned as extrinsic incentives, effective only for promoting performance quantity.