About this paper

Appears in:
Pages: 2419-2425
Publication year: 2019
ISBN: 978-84-09-08619-1
ISSN: 2340-1079
doi: 10.21125/inted.2019.0669

Conference name: 13th International Technology, Education and Development Conference
Dates: 11-13 March, 2019
Location: Valencia, Spain

IMPACT OF USER TYPES IN GAMIFIED LEARNING ENVIRONMENTS

E. Ponick, A. Stuckenholz

Hamm-Lippstadt University of Applied Sciences (GERMANY)
E-learning platforms are widely used in higher education. To reinforce learning experience of e-learning content various digital services offered for students at university can be combined with gamification elements. This leads to personalised learning opportunities. [Urh et al. 2015] Different game elements like avatars, ranks, levels or badges [Deterding et al. 2011] can be used to motivate students to deal with the teaching contents in gamified learning environments. These elements not only must fit to the form of teaching (seminars, lecture, exercise, practical) but also to students’ personalities and gaming behaviour.

One of the best known attempts to categorize players in games are Bartle’s four player types achievers, explorers, socialisers and killers [Bartle 1996]. One problem taking out the Bartle test to find out individual player types is its strict reference to Multi-User Dungeons (MUDs) [Andreasen and Downey 2001]. Another model created in the context of gamification and related to Bartle’s taxonomy is the user types hexad scale with user types achievers, disruptors, free spirits, philanthropists, players and socialisers [Marczewski 1996]. To derive user types a standardized survey is available [Tondello et al. 2016].

With the aim to develop gamified e-learning content in higher education, we collected data to look at the distribution of students’ user types and compare them with other available data sets. This offers insights into the question if depending on user types gamified e-learning content for students require a special adaption and should differ from content for e.g. companies.
@InProceedings{PONICK2019IMP,
author = {Ponick, E. and Stuckenholz, A.},
title = {IMPACT OF USER TYPES IN GAMIFIED LEARNING ENVIRONMENTS},
series = {13th International Technology, Education and Development Conference},
booktitle = {INTED2019 Proceedings},
isbn = {978-84-09-08619-1},
issn = {2340-1079},
doi = {10.21125/inted.2019.0669},
url = {http://dx.doi.org/10.21125/inted.2019.0669},
publisher = {IATED},
location = {Valencia, Spain},
month = {11-13 March, 2019},
year = {2019},
pages = {2419-2425}}
TY - CONF
AU - E. Ponick AU - A. Stuckenholz
TI - IMPACT OF USER TYPES IN GAMIFIED LEARNING ENVIRONMENTS
SN - 978-84-09-08619-1/2340-1079
DO - 10.21125/inted.2019.0669
PY - 2019
Y1 - 11-13 March, 2019
CI - Valencia, Spain
JO - 13th International Technology, Education and Development Conference
JA - INTED2019 Proceedings
SP - 2419
EP - 2425
ER -
E. Ponick, A. Stuckenholz (2019) IMPACT OF USER TYPES IN GAMIFIED LEARNING ENVIRONMENTS, INTED2019 Proceedings, pp. 2419-2425.
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