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Preferences of Student In-Game Elements for Implementation in Gamified Learning: A Survey Report

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ArtsIT, Interactivity and Game Creation (ArtsIT 2022)

Abstract

Gamified learning environments are used as an aid to traditional teaching methods, with the aim to motivate learners and keep them engaged in making progress. However, the implementation of gamification does not always yield the desired outcomes for several reasons, for example poor implementation and with mixed results among students. Some studies refer the importance of designing personalized or adaptive gamification in order to allow customization and better fit the diverse user preferences. With the objective to implement a customizable gamified system for Maximus project, we interviewed our target students (23 valid responses) to collect their preferences and trends. The survey report provides several answers to students type of preferred games, favorite features for customization in terms of game elements, in-game currency, rewards, among other relevant suggestions. Having students help designing their own gamified learning environment contribute with clear guidelines on the best game components and dynamics to implement in Maximus system and other gamified learning systems or serious games for learning.

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Acknowledgements

The MAXIMUS project and this research survey was co-funded by the Erasmus+ Programme of the European Union. The European Commission’s support for the production of this publication does not constitute an endorsement of the contents, which reflect the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

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Correspondence to Teresa Vieira .

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Machado, F., Vieira, T., Silva, M., Machado, H. (2023). Preferences of Student In-Game Elements for Implementation in Gamified Learning: A Survey Report. In: Brooks, A.L. (eds) ArtsIT, Interactivity and Game Creation. ArtsIT 2022. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 479. Springer, Cham. https://doi.org/10.1007/978-3-031-28993-4_9

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  • DOI: https://doi.org/10.1007/978-3-031-28993-4_9

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