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

Toda, Armando and Pereira, Filipe Dwan and Klock, Ana Carolina Tomé and Rodrigues, Luiz and Palomino, Paula and Oliveira, Wilk and Oliveira, Elaine Harada Teixeira and Gasparini, Isabela and Cristea, Alexandra I. and Isotani, Seiji (2020) 'For whom should we gamify? Insights on the users intentions and context towards gamification in education.', Simpósio Brasileiro de Informática na Educação (SBIE 2020) Porto Alegre, Brazil.

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.

Item Type:Conference item (Paper)
Full text:Publisher-imposed embargo
(VoR) Version of Record
File format - PDF
(543Kb)
Status:Peer-reviewed
Publisher Web site:https://doi.org/10.5753/cbie.sbie.2020.471
Date accepted:No date available
Date deposited:03 November 2021
Date of first online publication:24 November 2020
Date first made open access:No date available

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