Research Article

Digital Player Typologies in Gamification and Game-Based Learning: A Meta-Synthesis

Volume: 9 Number: 1 February 5, 2020
EN

Digital Player Typologies in Gamification and Game-Based Learning: A Meta-Synthesis

Abstract

Educational practices based on individual differences have become more significant as a result of technological advances. Learners today, demand learning processes which contain visual stimuli, ease of use, fast thinking and movement and playful activities. The two of such learning approaches are gamification and game-based learning. This research is a concept-centric meta-synthesis study examining player types as an individual difference in playful learning environments. In this research, the studies which analysed the typology of players, are examined in terms of methods used, game environments and contextual aspects The definitions and classifications given in 11 researches were reviewed in detail and analysed in terms of their findings and conclusions. Content analysis revealed the common points and 9 different thematic components in relation to general player typology were identified. According to study, it is concluded that, player typologies can be used as an individual difference criterion in the game-based educational processes. However, it is also recognized that player typologies identified by different researchers may not be eligible for all settings and practices. Given that game-based approaches are highly affected from cultural context, cultural characteristics of community of learners should be taken into consideration if these approaches to be employed in learning environments.

Keywords

References

  1. Annetta, L. A., Folta, E., & Klesath, M. (2010). V-Learning: Distance education in the 21st century through 3D virtual learning environments. Springer Science & Business Media.
  2. Balcı, A. (2011). Sosyal bilimlerde araştırma: Yöntem, teknik ve ilkeler. Ankara: Pegem A Yayıncılık.
  3. Bartle, R. (1996). Hearts, clubs, diamonds, spades: players who suit MUDs. J. MUD Res. 1(1), 19
  4. Bartle, R. (2003). A self of sense. Retrieved from http://www.mud.co.uk/richard/selfware.htm / Last Accessed 01 December 2018.
  5. Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive learning environments, 24(6), 1162-1175.
  6. Cowley, B., Charles, D., Black, M., & Hickey, R. (2013). Real-time rule-based classification of player types in computer games. User Modeling and User-Adapted Interaction, 23(5), 489-526. de la Peña Esteban, F. D., Torralbo, J. A. L., Casas, D. L., & García, M. C. B. (2019). Web gamification with problem simulators for teaching engineering. Journal of Computing in Higher Education, 1-27.
  7. dos Santos, W. O., Bittencourt, I. I., & Vassileva, J. (2018). Design of tailored gamified educational systems based on gamer types. In Anais dos Workshops do Congresso Brasileiro de Informática na Educação (Vol. 7, No. 1, p. 42).
  8. Drachen, A., Canossa, A., & Yannakakis, G. N. (2009). Player modeling using self-organization in Tomb Raider: Underworld. In Computational Intelligence and Games, 2009. CIG 2009. IEEE Symposium on (pp. 1-8). IEEE.

Details

Primary Language

English

Subjects

Other Fields of Education

Journal Section

Research Article

Publication Date

February 5, 2020

Submission Date

August 26, 2019

Acceptance Date

November 18, 2019

Published in Issue

Year 2020 Volume: 9 Number: 1

APA
Sezgin, S. (2020). Digital Player Typologies in Gamification and Game-Based Learning: A Meta-Synthesis. Bartın University Journal of Faculty of Education, 9(1), 49-68. https://doi.org/10.14686/buefad.610524
AMA
1.Sezgin S. Digital Player Typologies in Gamification and Game-Based Learning: A Meta-Synthesis. BUEFAD. 2020;9(1):49-68. doi:10.14686/buefad.610524
Chicago
Sezgin, Sezan. 2020. “Digital Player Typologies in Gamification and Game-Based Learning: A Meta-Synthesis”. Bartın University Journal of Faculty of Education 9 (1): 49-68. https://doi.org/10.14686/buefad.610524.
EndNote
Sezgin S (February 1, 2020) Digital Player Typologies in Gamification and Game-Based Learning: A Meta-Synthesis. Bartın University Journal of Faculty of Education 9 1 49–68.
IEEE
[1]S. Sezgin, “Digital Player Typologies in Gamification and Game-Based Learning: A Meta-Synthesis”, BUEFAD, vol. 9, no. 1, pp. 49–68, Feb. 2020, doi: 10.14686/buefad.610524.
ISNAD
Sezgin, Sezan. “Digital Player Typologies in Gamification and Game-Based Learning: A Meta-Synthesis”. Bartın University Journal of Faculty of Education 9/1 (February 1, 2020): 49-68. https://doi.org/10.14686/buefad.610524.
JAMA
1.Sezgin S. Digital Player Typologies in Gamification and Game-Based Learning: A Meta-Synthesis. BUEFAD. 2020;9:49–68.
MLA
Sezgin, Sezan. “Digital Player Typologies in Gamification and Game-Based Learning: A Meta-Synthesis”. Bartın University Journal of Faculty of Education, vol. 9, no. 1, Feb. 2020, pp. 49-68, doi:10.14686/buefad.610524.
Vancouver
1.Sezan Sezgin. Digital Player Typologies in Gamification and Game-Based Learning: A Meta-Synthesis. BUEFAD. 2020 Feb. 1;9(1):49-68. doi:10.14686/buefad.610524

Cited By

All the articles published in the journal are open access and distributed under the conditions of CommonsAttribution-NonCommercial 4.0 International License 

88x31.png


Bartın University Journal of Faculty of Education