EN
TR
A Review on Personalization of Gamified Learning Environments*
Öz
This study explores the personalization of gamification in educational contexts, particularly adaptive approaches to meet diverse learner needs. The study examines terminologies and offer definitions for adaptive, tailored, personalized, and customized gamification. Personalization serves as an umbrella term covering any changes in the process. Customization is the changes performed by the user/learner; tailored gamification involves adjustments made at the beginning and adaptive gamification involves system-driven changes as things progress. The analysis of adaptive gamification studies is structured around adaptation criteria, adaptation process, adaptation data, and adaptive intervention. Adaptation criteria includes player types, personality models, learning styles, and hybrid profiles. Adaptation process includes user-controlled and system-controlled adaptation. User-controlled adaptation refers to customization; system-controlled adaptation is examined under static adaptation, dynamic adaptation, and combination of these two. Adaptation data is categorized under explicit and implicit information collection. Lastly, recommendations, and adjusting game elements and mechanics are discussed under adaptation intervention. The review highlights the commonly used player typologies, including Bartle, Hexad, and BrainHex, and personality models such as Big Five and Myers-Briggs Type Indicator. The review identifies limitations in current frameworks, stressing the importance of standardized models and guidelines to implement adaptive gamification and incorporating gamification analytics to sustain adaptation and automation.
Anahtar Kelimeler
Kaynakça
- Altaie, M. A., & Jawawi, D. N. A. (2021). Adaptive gamification framework to promote computational thinking in 8-13 year olds. Journal of E-Learning and Knowledge Society, 17(3). 89-100. https://doi.org/10.20368/1971-8829/1135552
- Antonaci, A., Klemke, R., & Specht, M. (2019). The effects of gamification in online learning environments: A systematic literature review. Informatics, 6(3), 32. http://dx.doi.org/10.3390/informatics6030032
- Bai, S., Hew, K. F., Sailer, M., & Jia, C. (2021). From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement. Computers & Education, 173, Article 104297. https://doi.org/10.1016/j.compedu.2021.104297
- Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1), 19.
- Bayırlı, A., Orkun, M. A., & Bayırlı, S. (2019). Öğrenme stilleri modellerinin incelenmesi [Investigation of learning styles model]. Maarif Mektepleri Uluslararası Eğitim Bilimleri Dergisi, 3(1), 71-83. https://doi.org/10.46762/mamulebd.567063
- Bayrak, F., Nuhoğlu Kibar, P., & Arkün Kocadere, S. (2021). Powerful student-facing dashboard design through effective feedback, visualization, and gamification. In M. Sahin, & D. Ifenthaler (Eds.), Visualizations and Dashboards for Learning Analytics (pp. 149-172). Springer International Publishing. https://doi.org/10.1007/978-3-030-81222-5_7
- Bennani, S., Maalel, A., & Ben Ghezala, H. (2022). Adaptive gamification in E‐learning: A literature review and future challenges. Computer Applications in Engineering Education, 30(2), 628-642. https://doi.org/10.1002/cae.22477
- Bicen, H., & Kocakoyun, Ş. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning, 13(2), 72-93. https://doi.org/10.3991/ijet.v13i02.7467
Ayrıntılar
Birincil Dil
İngilizce
Konular
Öğretim Tasarımı, Öğretim Teknolojileri
Bölüm
Derleme
Yazarlar
Yayımlanma Tarihi
31 Ekim 2024
Gönderilme Tarihi
5 Mayıs 2024
Kabul Tarihi
27 Ağustos 2024
Yayımlandığı Sayı
Yıl 2024 Cilt: 17 Sayı: 4
APA
Ertan Şevk, K., & Arkün Kocadere, S. (2024). A Review on Personalization of Gamified Learning Environments*. Journal of Theoretical Educational Sciences, 17(4), 873-896. https://doi.org/10.30831/akukeg.1478810
AMA
1.Ertan Şevk K, Arkün Kocadere S. A Review on Personalization of Gamified Learning Environments*. Journal of Theoretical Educational Sciences. 2024;17(4):873-896. doi:10.30831/akukeg.1478810
Chicago
Ertan Şevk, Kübra, ve Selay Arkün Kocadere. 2024. “A Review on Personalization of Gamified Learning Environments*”. Journal of Theoretical Educational Sciences 17 (4): 873-96. https://doi.org/10.30831/akukeg.1478810.
EndNote
Ertan Şevk K, Arkün Kocadere S (01 Ekim 2024) A Review on Personalization of Gamified Learning Environments*. Journal of Theoretical Educational Sciences 17 4 873–896.
IEEE
[1]K. Ertan Şevk ve S. Arkün Kocadere, “A Review on Personalization of Gamified Learning Environments*”, Journal of Theoretical Educational Sciences, c. 17, sy 4, ss. 873–896, Eki. 2024, doi: 10.30831/akukeg.1478810.
ISNAD
Ertan Şevk, Kübra - Arkün Kocadere, Selay. “A Review on Personalization of Gamified Learning Environments*”. Journal of Theoretical Educational Sciences 17/4 (01 Ekim 2024): 873-896. https://doi.org/10.30831/akukeg.1478810.
JAMA
1.Ertan Şevk K, Arkün Kocadere S. A Review on Personalization of Gamified Learning Environments*. Journal of Theoretical Educational Sciences. 2024;17:873–896.
MLA
Ertan Şevk, Kübra, ve Selay Arkün Kocadere. “A Review on Personalization of Gamified Learning Environments*”. Journal of Theoretical Educational Sciences, c. 17, sy 4, Ekim 2024, ss. 873-96, doi:10.30831/akukeg.1478810.
Vancouver
1.Kübra Ertan Şevk, Selay Arkün Kocadere. A Review on Personalization of Gamified Learning Environments*. Journal of Theoretical Educational Sciences. 01 Ekim 2024;17(4):873-96. doi:10.30831/akukeg.1478810
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