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Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study

Human-Computer Interaction 2020-08-14 v1

Abstract

Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The exploratory study presented in this paper thus aims at verifying how data-driven gamified strategies are perceived by the students, i.e., the users of e-learning environments. In this study, we conducted a survey presenting 25 predefined strategies, based on a previous study, to students and analysed each strategys perceived relevance, instanced in an e-learning environment. Our results show that students perceive Acknowledgement, Objective and Progression as important elements in a gamified e-learning environment. We also provide new insights about existing elements and design recommendations for domain specialists.

Keywords

Cite

@article{arxiv.2008.05847,
  title  = {Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study},
  author = {Armando Toda and Paula Palomino and Luiz Rodrigues and Wilk Oliveira and Lei Shi and Seiji Isotani and Alexandra Cristea},
  journal= {arXiv preprint arXiv:2008.05847},
  year   = {2020}
}
R2 v1 2026-06-23T17:50:00.455Z