Abstract

Gamification is one of the methods used for delivering gameful experiences to Generation Z learners. The player-type theory must be reflected to effectively design gamification. This study aims to analyze the differences in learning motivation among different player types and to propose methods that can deliver effective gameful experiences. The study was conducted on 91 university students who were instructed to attend a class that utilized gamification. Based on the results, there were no statistical differences in the motivation among the different player types. Accordingly, constructing environments that can establish gameful experiences, rules, and strategies preferred by each type of player is proposed as an important factor in gamification design.

Highlights

  • IntroductionMost traditionally offline activities have been converted into online alternatives, in the field of education, where offline classrooms have been transformed into online learning environments

  • This study focused on the gameful experience delivered to learners through gamification

  • This study focused on academic motivation, which is enhanced as a gameful experience is delivered

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Summary

Introduction

Most traditionally offline activities have been converted into online alternatives, in the field of education, where offline classrooms have been transformed into online learning environments. As the shift toward online education becomes increasingly prevalent, the need for research on learner characteristics has been suggested. According to Turner [1], Generation Z learners became familiar with information and communications technology (ICT) at an early age and are highly capable of using multimedia, such as YouTube or Vimeo. Generation Z learners are known to be accustomed to using social network services to obtain information and communicate with others. They do not prefer face-to-face communication, unlike other generations [1]

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