Approaches and game elements used to tailor digital gamification for learning: A systematic literature review
Peer reviewed, Journal article
Published version
Permanent lenke
https://hdl.handle.net/11250/3114188Utgivelsesdato
2024Metadata
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- Publikasjoner fra Cristin [3447]
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Originalversjon
https://doi.org/10.1016/j.compedu.2024.105000Sammendrag
The systematic review examined research on tailored digital gamification for learning based on
43 peer-reviewed articles published between 2013 and 2022. The study aimed to investigate
tailored approaches and game elements, contributing to the use of tailored digital gamification in
educational settings. The tailored approaches were categorized as personalization, adaptation,
and recommendation, with user modeling as their basis. Five clusters of game elements were
employed when using these tailored approaches in digital gamified classes. The findings imply
that most of the articles in this review were still in the stage of class preparation and focused on
what information can be used to tailor. More empirical studies need to be conducted to examine
the motivating effects of tailored digital gamifying classes, using the approaches of personaliza-
tion, adaptation, and recommendation. Additionally, twenty-three game elements were found in
this review study, among which reward was the most often used. Then these game elements were
grouped into five clusters based on their functions, that is, performance, personal, social,
ecological, and fictional cluster. A variety of game element clusters reflect multiple aspects of
gamification. The use of them in each tailored approach might contribute to a better under-
standing and selection of game elements when tailoring digital gamification. These findings
provide a holistic picture of common approaches and related game elements in tailored digital
gamifying classes. Teachers and curriculum designers can benefit from this study by considering
appropriate approaches and game elements.