The impact of gamification on students’ learning, engagement and behavior based on their personality traits
Open accessAbstract
The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning. On the other hand, scientific studies have shown adverse outcomes based on the user’s preferences. The link among the user’s characteristics, executed actions, and the game elements is still an open question. Aiming to find some insights for this issue, we have investigated the effects of gamification on students’ learning, behavior, and engagement based on their personality traits in a web-based programming learning environment. We have conducted an experiment for four months with 40 undergraduate students of first-year courses on programming. Students were randomly assigned to one of the two versions of the programming learning environment: a gamified version composed of ranking, points, and badges and the original non-gamified version. We have found evidence that gamification affected users in distinct ways based on their personality traits. Our results indicate that the effect of gamification depends on the specific characteristics of users. First part title: Studying the impact of gamification on learning and engagement based on the personality traits of students
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Extroverts, who tend to be friendly, are more likely to join gatherings and participate in discussions both inside and outside the classroom.
“Extroverts, who will, in general, be friendly, are bound to join gatherings, increasingly slanted to participate in discussions both inside and outside the study hall (Smiderle et al., 2020).”
From Cultural and individual characteristics in adopting computer-supported collaborative learning during covid-19 outbreak: Willingness or obligatory to accept technology? (2021) · cites this paper as Smiderle et al., 2020
The Personality questionnaire–iGFP-5 section describes extroverted individuals as sociable and talkative, supporting the characterization of them as friendly and inclined to talk. It does not say they are more likely to join gatherings or participate in discussions inside or outside the classroom; the study measures engagement with a programming platform, not those activities. No page numbers are provided in our copy. (LLM, conf=0.86)
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- Authors
- Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A.
- Affiliations
- Universidade do Vale do Rio dos Sinos (BR)
- Universidade Federal de Alagoas (BR)
- Venue
- Smart Learning Environments
- Published
- 2020-01-09
- Volume
- 7
- Issue
- 1
- ISSN
- 2196-7091 (ISSN-L)
- OpenAlex
- W2999191972
- Cited by
- 502
- References
- 5
- Citations by year
- 2026: 69 · 2025: 127 · 2024: 137 · 2023: 105 · 2022: 41 · 2021: 17 · 2020: 6
- FWCI
- 63.79
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Locations
- Smart Learning Environments (publishedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Funders
- Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
- Conselho Nacional de Desenvolvimento Científico e Tecnológico (309218/2017-9)
- Fundação de Amparo à Pesquisa do Estado do Rio Grande do Sul (17/2551-0001203-8)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Computer Science Applications › Teaching and Learning Programming
- Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
- Keywords
- gamification, game-based learning, student engagement, personality traits, programming education, web-based learning environment, badges, student behavior, user preferences
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