A Review on Personalization of Gamified Learning Environments

This study explores the personalization of gamification in educational contexts, particularly adaptive approaches to meet diverse learner needs. The study examines terminologies and offer definitions for adaptive, tailored, personalized, and customized gamification. Personalization serves as an umbr...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Kuramsal eğitimbilim dergisi 2024-10, Vol.17 (4), p.873-896
Hauptverfasser: Ertan Şevk, Kübra, Arkün Kocadere, Selay
Format: Artikel
Sprache:eng
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 896
container_issue 4
container_start_page 873
container_title Kuramsal eğitimbilim dergisi
container_volume 17
creator Ertan Şevk, Kübra
Arkün Kocadere, Selay
description This study explores the personalization of gamification in educational contexts, particularly adaptive approaches to meet diverse learner needs. The study examines terminologies and offer definitions for adaptive, tailored, personalized, and customized gamification. Personalization serves as an umbrella term covering any changes in the process. Customization is the changes performed by the user/learner; tailored gamification involves adjustments made at the beginning and adaptive gamification involves system-driven changes as things progress. The analysis of adaptive gamification studies is structured around adaptation criteria, adaptation process, adaptation data, and adaptive intervention. Adaptation criteria includes player types, personality models, learning styles, and hybrid profiles. Adaptation process includes user-controlled and system-controlled adaptation. User-controlled adaptation refers to customization; system-controlled adaptation is examined under static adaptation, dynamic adaptation, and combination of these two. Adaptation data is categorized under explicit and implicit information collection. Lastly, recommendations, and adjusting game elements and mechanics are discussed under adaptation intervention. The review highlights the commonly used player typologies, including Bartle, Hexad, and BrainHex, and personality models such as Big Five and Myers-Briggs Type Indicator. The review identifies limitations in current frameworks, stressing the importance of standardized models and guidelines to implement adaptive gamification and incorporating gamification analytics to sustain adaptation and automation.
doi_str_mv 10.30831/akukeg.1478810
format Article
fullrecord <record><control><sourceid>crossref</sourceid><recordid>TN_cdi_crossref_primary_10_30831_akukeg_1478810</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>10_30831_akukeg_1478810</sourcerecordid><originalsourceid>FETCH-LOGICAL-c810-d8e522d5b1bd4c5ee1abbcabc0cfdf20aaa9877f450f46b5b0f40d3abed2dc0f3</originalsourceid><addsrcrecordid>eNpNj8FKAzEQhoMoWGrPXvMC22aym2568FBKrcKCIr0vk2RSYrtZSWpFn97F9uB_-f6ZwzAfY_cgpqXQJcxw_7mn3RSqWmsQV2wEw76AuVpc_-u3bJLzuxiiBYCSI_aw5G90CvTF-8hfKeU-4iH84DEMc-_5BrvgAzneEKYY4o6v4ymkPnYUj_mO3Xg8ZJpcOGbbx_V29VQ0L5vn1bIp7PBM4TQpKZ0yYFxlFRGgMRaNFdY7LwUiLnRd-0oJX82NMgOEK9GQk84KX47Z7HzWpj7nRL79SKHD9N2CaP_827N_e_EvfwE8WVDr</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype></control><display><type>article</type><title>A Review on Personalization of Gamified Learning Environments</title><source>EZB-FREE-00999 freely available EZB journals</source><source>EBSCOhost Education Source</source><creator>Ertan Şevk, Kübra ; Arkün Kocadere, Selay</creator><creatorcontrib>Ertan Şevk, Kübra ; Arkün Kocadere, Selay</creatorcontrib><description>This study explores the personalization of gamification in educational contexts, particularly adaptive approaches to meet diverse learner needs. The study examines terminologies and offer definitions for adaptive, tailored, personalized, and customized gamification. Personalization serves as an umbrella term covering any changes in the process. Customization is the changes performed by the user/learner; tailored gamification involves adjustments made at the beginning and adaptive gamification involves system-driven changes as things progress. The analysis of adaptive gamification studies is structured around adaptation criteria, adaptation process, adaptation data, and adaptive intervention. Adaptation criteria includes player types, personality models, learning styles, and hybrid profiles. Adaptation process includes user-controlled and system-controlled adaptation. User-controlled adaptation refers to customization; system-controlled adaptation is examined under static adaptation, dynamic adaptation, and combination of these two. Adaptation data is categorized under explicit and implicit information collection. Lastly, recommendations, and adjusting game elements and mechanics are discussed under adaptation intervention. The review highlights the commonly used player typologies, including Bartle, Hexad, and BrainHex, and personality models such as Big Five and Myers-Briggs Type Indicator. The review identifies limitations in current frameworks, stressing the importance of standardized models and guidelines to implement adaptive gamification and incorporating gamification analytics to sustain adaptation and automation.</description><identifier>ISSN: 1308-1659</identifier><identifier>EISSN: 1308-1659</identifier><identifier>DOI: 10.30831/akukeg.1478810</identifier><language>eng</language><ispartof>Kuramsal eğitimbilim dergisi, 2024-10, Vol.17 (4), p.873-896</ispartof><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c810-d8e522d5b1bd4c5ee1abbcabc0cfdf20aaa9877f450f46b5b0f40d3abed2dc0f3</cites><orcidid>0000-0001-5393-9415 ; 0000-0003-4984-6456</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27924,27925</link.rule.ids></links><search><creatorcontrib>Ertan Şevk, Kübra</creatorcontrib><creatorcontrib>Arkün Kocadere, Selay</creatorcontrib><title>A Review on Personalization of Gamified Learning Environments</title><title>Kuramsal eğitimbilim dergisi</title><description>This study explores the personalization of gamification in educational contexts, particularly adaptive approaches to meet diverse learner needs. The study examines terminologies and offer definitions for adaptive, tailored, personalized, and customized gamification. Personalization serves as an umbrella term covering any changes in the process. Customization is the changes performed by the user/learner; tailored gamification involves adjustments made at the beginning and adaptive gamification involves system-driven changes as things progress. The analysis of adaptive gamification studies is structured around adaptation criteria, adaptation process, adaptation data, and adaptive intervention. Adaptation criteria includes player types, personality models, learning styles, and hybrid profiles. Adaptation process includes user-controlled and system-controlled adaptation. User-controlled adaptation refers to customization; system-controlled adaptation is examined under static adaptation, dynamic adaptation, and combination of these two. Adaptation data is categorized under explicit and implicit information collection. Lastly, recommendations, and adjusting game elements and mechanics are discussed under adaptation intervention. The review highlights the commonly used player typologies, including Bartle, Hexad, and BrainHex, and personality models such as Big Five and Myers-Briggs Type Indicator. The review identifies limitations in current frameworks, stressing the importance of standardized models and guidelines to implement adaptive gamification and incorporating gamification analytics to sustain adaptation and automation.</description><issn>1308-1659</issn><issn>1308-1659</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2024</creationdate><recordtype>article</recordtype><recordid>eNpNj8FKAzEQhoMoWGrPXvMC22aym2568FBKrcKCIr0vk2RSYrtZSWpFn97F9uB_-f6ZwzAfY_cgpqXQJcxw_7mn3RSqWmsQV2wEw76AuVpc_-u3bJLzuxiiBYCSI_aw5G90CvTF-8hfKeU-4iH84DEMc-_5BrvgAzneEKYY4o6v4ymkPnYUj_mO3Xg8ZJpcOGbbx_V29VQ0L5vn1bIp7PBM4TQpKZ0yYFxlFRGgMRaNFdY7LwUiLnRd-0oJX82NMgOEK9GQk84KX47Z7HzWpj7nRL79SKHD9N2CaP_827N_e_EvfwE8WVDr</recordid><startdate>20241031</startdate><enddate>20241031</enddate><creator>Ertan Şevk, Kübra</creator><creator>Arkün Kocadere, Selay</creator><scope>AAYXX</scope><scope>CITATION</scope><orcidid>https://orcid.org/0000-0001-5393-9415</orcidid><orcidid>https://orcid.org/0000-0003-4984-6456</orcidid></search><sort><creationdate>20241031</creationdate><title>A Review on Personalization of Gamified Learning Environments</title><author>Ertan Şevk, Kübra ; Arkün Kocadere, Selay</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c810-d8e522d5b1bd4c5ee1abbcabc0cfdf20aaa9877f450f46b5b0f40d3abed2dc0f3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2024</creationdate><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Ertan Şevk, Kübra</creatorcontrib><creatorcontrib>Arkün Kocadere, Selay</creatorcontrib><collection>CrossRef</collection><jtitle>Kuramsal eğitimbilim dergisi</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Ertan Şevk, Kübra</au><au>Arkün Kocadere, Selay</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>A Review on Personalization of Gamified Learning Environments</atitle><jtitle>Kuramsal eğitimbilim dergisi</jtitle><date>2024-10-31</date><risdate>2024</risdate><volume>17</volume><issue>4</issue><spage>873</spage><epage>896</epage><pages>873-896</pages><issn>1308-1659</issn><eissn>1308-1659</eissn><abstract>This study explores the personalization of gamification in educational contexts, particularly adaptive approaches to meet diverse learner needs. The study examines terminologies and offer definitions for adaptive, tailored, personalized, and customized gamification. Personalization serves as an umbrella term covering any changes in the process. Customization is the changes performed by the user/learner; tailored gamification involves adjustments made at the beginning and adaptive gamification involves system-driven changes as things progress. The analysis of adaptive gamification studies is structured around adaptation criteria, adaptation process, adaptation data, and adaptive intervention. Adaptation criteria includes player types, personality models, learning styles, and hybrid profiles. Adaptation process includes user-controlled and system-controlled adaptation. User-controlled adaptation refers to customization; system-controlled adaptation is examined under static adaptation, dynamic adaptation, and combination of these two. Adaptation data is categorized under explicit and implicit information collection. Lastly, recommendations, and adjusting game elements and mechanics are discussed under adaptation intervention. The review highlights the commonly used player typologies, including Bartle, Hexad, and BrainHex, and personality models such as Big Five and Myers-Briggs Type Indicator. The review identifies limitations in current frameworks, stressing the importance of standardized models and guidelines to implement adaptive gamification and incorporating gamification analytics to sustain adaptation and automation.</abstract><doi>10.30831/akukeg.1478810</doi><tpages>24</tpages><orcidid>https://orcid.org/0000-0001-5393-9415</orcidid><orcidid>https://orcid.org/0000-0003-4984-6456</orcidid><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 1308-1659
ispartof Kuramsal eğitimbilim dergisi, 2024-10, Vol.17 (4), p.873-896
issn 1308-1659
1308-1659
language eng
recordid cdi_crossref_primary_10_30831_akukeg_1478810
source EZB-FREE-00999 freely available EZB journals; EBSCOhost Education Source
title A Review on Personalization of Gamified Learning Environments
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-30T08%3A20%3A56IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-crossref&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=A%20Review%20on%20Personalization%20of%20Gamified%20Learning%20Environments&rft.jtitle=Kuramsal%20e%C4%9Fitimbilim%20dergisi&rft.au=Ertan%20%C5%9Eevk,%20K%C3%BCbra&rft.date=2024-10-31&rft.volume=17&rft.issue=4&rft.spage=873&rft.epage=896&rft.pages=873-896&rft.issn=1308-1659&rft.eissn=1308-1659&rft_id=info:doi/10.30831/akukeg.1478810&rft_dat=%3Ccrossref%3E10_30831_akukeg_1478810%3C/crossref%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rfr_iscdi=true