DIGITAL LIBRARY
LEARNING STYLE GAMIFICATION MODEL: GAMIFICATION IN E-LEARNING BASED ON STUDENTS’ LEARNING STYLES
1 RWTH Aachen University (GERMANY)
2 Mediterrannian University (MONTENEGRO)
3 RWTH Aachen (GERMANY)
About this paper:
Appears in: ICERI2018 Proceedings
Publication year: 2018
Pages: 4654-4663
ISBN: 978-84-09-05948-5
ISSN: 2340-1095
doi: 10.21125/iceri.2018.2068
Conference name: 11th annual International Conference of Education, Research and Innovation
Dates: 12-14 November, 2018
Location: Seville, Spain
Abstract:
In recent years, there has been an increasing interest in applying game-related principles in Technology Enhanced Learning (TEL). Gamification has tremendous potential in the education space and has emerged as powerful applications for improving the learning experience. However, much of the research up to now has been descriptive in nature of gamification of learning as TEL solution. In educational contexts, gamification requires knowledge of both the theory and practice of teaching as well as gamification backgrounds in order to be successfully implemented. The specific objective of this study was to propose a model for gamification in which students’ learning styles play the most important role in gamifying e-learning course.

In that manner, this study uses a qualitative case study approach to investigate a proposed Learning Style Gamification Model (LSGM) as a learner-centered model for gamification that aims to identify game elements which could make up a solution and provide a positive influence in the learning process on a specific learning style (LS).

In this paper, we present the design, implementation and evaluation details of the LSGM in acute context. The study offers important insights in ways in which game elements can be integrated within learning materials based on students’ LS. Moreover, reported is our experiences on which game principles can make an impact on students’ motivation, engagement and learning outcomes. Finally, this study provides a guide for instructors to create gamified, learner-centered curriculum in a way to keep students motivated and encouraged to learn.
Keywords:
Gamification, Technology Enhanced Learning, e-learning, Learning Style, motivation, engagement.