Abstract
Gamification refers to the application of game design elements in non-game environments for the purpose of engaging users, motivating action, facilitating learning, and solving problems. Self-directed electronic learning (SDEL) is one of the favorite learning environments for many adult learners and is an environment where gamification is often applied. However, there is still a “one-size-fits-all” approach to gamification in many e-learning environments, and most gamification is still dominated by PBL (points, badges, leaderboards). Personalization is defined as “the process of changing the functionality, interface, information content, or uniqueness of a system to increase its relevance to the individual”. Personalization gives the user a greater sense of control, and this increased perceived control is related to the level of enjoyment of the user experience. Therefore, there is a need to create a personalized design with “learner-centered” gamification elements. Through user interviews and empirical research, this paper proposes evaluation dimensions for personalized design of SDEL gamification elements from the perspective of “system-user” interaction: Rewards, Entertainment, Social interaction, and Visual appeal, and provides guidance solutions for designers of e-learning platforms to personalize the design of gamification elements.
| Original language | English |
|---|---|
| Title of host publication | HCI International 2023 Posters - 25th International Conference on Human-Computer Interaction, HCII 2023, Proceedings |
| Editors | Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy |
| Publisher | Springer Science and Business Media Deutschland GmbH |
| Pages | 358-363 |
| Number of pages | 6 |
| ISBN (Print) | 9783031359972 |
| DOIs | |
| State | Published - 2023 |
| Event | 25th International Conference on Human-Computer Interaction, HCII 2023 - Copenhagen, Denmark Duration: 2023.07.23 → 2023.07.28 |
Publication series
| Name | Communications in Computer and Information Science |
|---|---|
| Volume | 1834 CCIS |
| ISSN (Print) | 1865-0929 |
| ISSN (Electronic) | 1865-0937 |
Conference
| Conference | 25th International Conference on Human-Computer Interaction, HCII 2023 |
|---|---|
| Country/Territory | Denmark |
| City | Copenhagen |
| Period | 23.07.23 → 23.07.28 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
Keywords
- Gamification Element
- Personalized Design
- Self-directed Electronic Learning
Quacquarelli Symonds(QS) Subject Topics
- Computer Science & Information Systems
- Mathematics
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