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Gamification for Low-Literates: Findings on Motivation, User Experience, and Study Design

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Computers Helping People with Special Needs (ICCHP 2014)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 8547))

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Abstract

This study investigated the effects of the gamification elements of scaffolding, score and hints on the user enjoyment and motivation of people of low literacy. In a four-condition within-subjects experiment, participants per-formed mental spatial ability tests with the aforementioned elements. Quantitative results were inconclusive, but post-test interviews provided insights on the limited effectiveness of the gamification elements. Complex questionnaire wording, high task difficulty, and an improperly situated task environment all contributed to ceiling effects in the influence of scaffolding. Score was found to be ineffective without proper contextualization connecting the numerical score to clearer performance measures. Finally, the underused hints functionality has indicated the need for adequate ‘mixed initiative’ support.

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Schouten, D., Pfab, I., Cremers, A., van Dijk, B., Neerincx, M. (2014). Gamification for Low-Literates: Findings on Motivation, User Experience, and Study Design. In: Miesenberger, K., Fels, D., Archambault, D., Peňáz, P., Zagler, W. (eds) Computers Helping People with Special Needs. ICCHP 2014. Lecture Notes in Computer Science, vol 8547. Springer, Cham. https://doi.org/10.1007/978-3-319-08596-8_77

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  • DOI: https://doi.org/10.1007/978-3-319-08596-8_77

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-08595-1

  • Online ISBN: 978-3-319-08596-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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