Knowing the Students’ Game-Playing Characteristics as a Prerequisite for Successful Gamification in Education

Authors

  • Nevena Jaftha Author
  • Flavia Cristina Morone Pinto Author
  • Tatjana Chircop Author

DOI:

https://doi.org/10.20849/jed.v4i3.829

Keywords:

game elements, serious games, educational games, learning games, student perceptions

Abstract

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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Published

2020-11-20

Issue

Section

Articles

How to Cite

Knowing the Students’ Game-Playing Characteristics as a Prerequisite for Successful Gamification in Education. (2020). Journal of Education and Development, 4(3), p73. https://doi.org/10.20849/jed.v4i3.829

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