Knowing the Students’ Game-Playing Characteristics as a Prerequisite for Successful Gamification in Education
DOI:
https://doi.org/10.20849/jed.v4i3.829Keywords:
game elements, serious games, educational games, learning games, student perceptionsAbstract
Gamification is only successful if the key elements are joint and run in unity in favour of the user, and knowing game-playing characteristics of target audience is of utmost importance. This study aimed to identify the students' game-playing preferences and styles, considering the opportunity to implement gamification in education in a personalized way. A descriptive-normative survey involved 74 students of a Vocational Education and Training (VET) Institution, chosen by convenience sampling. The target audience of the research was students at the MQF introductory level A and B (17.6%), at MQF level 2 (40.5%) and at MQF level 3 (41.91%). Participants received a questionnaire about game-playing preferences and styles. Students’ average age was
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