A Review on Adopting Personalized Gamified Experience in the Learning Context

Resource type
Conference Paper
Authors/contributors
Title
A Review on Adopting Personalized Gamified Experience in the Learning Context
Abstract
Gamification illustrates motivation and encouragement that can be gained by people during using gamified experience. Gamification technology has been successfully applied in several domains including health and fitness, marketing, daily activities and education. It is the strategy which uses heterogeneous game elements within nonentertainment context. As Millennial Generation students have their own needs and preferences, the necessity of having personalized learning is increased recently to boost the effectiveness of the education system. Thus, many researches have investigated how dissimilarities between students can influence their suitable game elements. Since 2010 the published studies on gamification area increased; moreover, some attempts have been made to study the personalization in the gamification model. In this paper, we conducted a review of personalization in gamified learning experience to answer two review questions. We collect, review and synthesize studies related to gamified learning and personalization published from 2010 to 2017. The review strategy included six stages to identify the articles. 13 studies were identified which discussed adopting personalization and gamified learning experience in education. The results show that the studies that apply personalization within gamified learning approach accelerated during the last 3 years. This review reveals the trends in personalization parameters used in the studies, such as student's learning style and personality type. Moreover, most studies have shown high student performance while using the personalized gamified learning experience. © 2018 IEEE.
Date
2019
Proceedings Title
IEEE Conf. e-Learn., e-Manag. e-Serv., IC3e
Publisher
Institute of Electrical and Electronics Engineers Inc.
Pages
61-66
Language
English
ISBN
9781538672631 (ISBN)
Archive
Scopus
Extra
Journal Abbreviation: IEEE Conf. e-Learn., e-Manag. e-Serv., IC3e
Citation
Aljabali, R. N., & Ahmad, N. (2019). A Review on Adopting Personalized Gamified Experience in the Learning Context. IEEE Conf. e-Learn., e-Manag. e-Serv., IC3e, 61–66. Scopus. https://doi.org/10.1109/IC3e.2018.8632635