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For whom should we gamify? Insights on the users intentions and context towards gamification in education

Toda, Armando; Pereira, Filipe Dwan; Klock, Ana Carolina Tomé; Rodrigues, Luiz; Palomino, Paula; Oliveira, Wilk; Oliveira, Elaine Harada Teixeira; Gasparini, Isabela; Cristea, Alexandra I.; Isotani, Seiji

Authors

Armando Toda

Filipe Dwan Pereira

Ana Carolina Tomé Klock

Luiz Rodrigues

Paula Palomino

Wilk Oliveira

Elaine Harada Teixeira Oliveira

Isabela Gasparini

Seiji Isotani



Abstract

Gamification design in educational environments is not trivial and many variables need to be considered to achieve positive outcomes. Often, educators and designers do not know when the students intend on the use of gamified environments might influence their experience. Based on this premise, this paper describes an exploratory study on the users intention to use gamification, focusing on its influence on the field of education. We conducted a survey study with participants (N=1,692) and analyzed their answers using unsupervised data mining techniques. As a result, we obtained empirical evidence showing that demographic and contextual variables influence (positively and negatively) people intention to use gamification.

Citation

Toda, A., Pereira, F. D., Klock, A. C. T., Rodrigues, L., Palomino, P., Oliveira, W., …Isotani, S. (2020). For whom should we gamify? Insights on the users intentions and context towards gamification in education. . https://doi.org/10.5753/cbie.sbie.2020.471

Conference Name Simpósio Brasileiro de Informática na Educação (SBIE 2020)
Conference Location Porto Alegre, Brazil
Online Publication Date Nov 24, 2020
Publication Date 2020
Deposit Date Nov 3, 2021
Volume 31
Pages 471-480
DOI https://doi.org/10.5753/cbie.sbie.2020.471