The impact of gamification on students' learning, engagement and behavior based on their personality traits
Overview
Paper Summary
Gamification in a programming course improved learning accuracy for students with low agreeableness, openness, and introverted traits, while it did not negatively affect students with other personality traits. The study also found that introverted students engaged more with the gamified version, particularly with ranking features, than extroverted students, suggesting different motivational responses to gamification based on personality.
Explain Like I'm Five
Scientists found that making school feel like a game helped some kids learn better, especially those who are a bit shy or like things their own way. It didn't make learning harder for other kids, and shy students especially liked seeing how they ranked in the games.
Possible Conflicts of Interest
The study acknowledges funding from Brazilian government agencies CAPES, FAPERGS, and CNPq, but these are standard research funding sources. No other conflicts of interest were identified.
Identified Limitations
Rating Explanation
This study conducts a four-month experiment in a real learning environment to examine the effects of gamification on student engagement, learning, and behavior. The methodology is well-described, and the study controls for several factors. The work addresses a significant gap in gamification research by looking at personality traits. While the sample size and domain specificity are limitations, the findings are valuable and offer directions for future research. Hence a rating of 4.
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