Processing, Please wait...

  • Home
  • About Us
  • 📺 Tutorial
  • Search:
  • Advanced Search

Growing Science » International Journal of Data and Network Science » Tailoring gamification to individual learners: A study on personalization variables for skill enhancement

📚 Highly Cited Articles

  • Jaya Algorithm
  • Rao Algorithm
  • TLBO Algorithm
  • Discrete Firefly
  • ChatGPT and Blended Learning

Journals

  • IJIEC (777)
  • MSL (2648)
  • DSL (690)
  • CCL (544)
  • USCM (1099)
  • ESM (428)
  • AC (562)
  • JPM (323)
  • IJDS (992)
  • JFS (101)
  • HE (37)
  • SCI (41)

IJDS Volumes

    • Volume 10 (120)
      • Issue 1 (40)
      • Issue 2 (40)
      • Issue 3 (40)
    • Volume 9 (96)
      • Issue 1 (20)
      • Issue 2 (6)
      • Issue 3 (30)
      • Issue 4 (40)
    • Volume 8 (243)
      • Issue 1 (60)
      • Issue 2 (61)
      • Issue 3 (60)
      • Issue 4 (62)
    • Volume 7 (200)
      • Issue 1 (53)
      • Issue 2 (46)
      • Issue 3 (46)
      • Issue 4 (55)
    • Volume 6 (163)
      • Issue 1 (30)
      • Issue 2 (33)
      • Issue 3 (40)
      • Issue 4 (60)
    • Volume 5 (86)
      • Issue 1 (9)
      • Issue 2 (11)
      • Issue 3 (32)
      • Issue 4 (34)
    • Volume 4 (37)
      • Issue 1 (6)
      • Issue 2 (15)
      • Issue 3 (7)
      • Issue 4 (9)
    • Volume 3 (27)
      • Issue 1 (4)
      • Issue 2 (9)
      • Issue 3 (8)
      • Issue 4 (6)
    • Volume 2 (12)
      • Issue 1 (3)
      • Issue 2 (3)
      • Issue 3 (3)
      • Issue 4 (3)
    • Volume 1 (8)
      • Issue 1 (5)
      • Issue 2 (3)

🔑 Keywords

Supply chain management(168)
Jordan(167)
Vietnam(153)
Customer satisfaction(122)
Performance(116)
Supply chain(113)
Competitive advantage(98)
Service quality(98)
Artificial intelligence(95)
Tehran Stock Exchange(94)
Sustainability(91)
SMEs(91)
optimization(88)
Trust(84)
Financial performance(84)
TOPSIS(83)
Job satisfaction(81)
Knowledge Management(80)
Social media(79)
Genetic Algorithm(78)


» Show all keywords

✍️ Authors

Naser Azad(82)
Zeplin Jiwa Husada Tarigan(67)
Mohammad Reza Iravani(64)
Endri Endri(45)
Muhammad Alshurideh(42)
Hotlan Siagian(40)
Dmaithan Almajali(38)
Jumadil Saputra(36)
Muhammad Turki Alshurideh(35)
Ahmad Makui(33)
Barween Al Kurdi(32)
Hassan Ghodrati(31)
Basrowi Basrowi(31)
Sautma Ronni Basana(31)
Mohammad Khodaei Valahzaghard(30)
Haitham M. Alzoubi(29)
Shankar Chakraborty(29)
Ni Nyoman Kerti Yasa(29)
Sulieman Ibraheem Shelash Al-Hawary(28)
Prasadja Ricardianto(28)


» Show all authors

🌍 Countries

Iran(2199)
Indonesia(1319)
Jordan(847)
India(808)
Vietnam(512)
Saudi Arabia(503)
Malaysia(458)
China(232)
United Arab Emirates(231)
Thailand(163)
United States(116)
Egypt(116)
Turkey(115)
Ukraine(114)
Peru(96)
Canada(95)
Morocco(94)
Pakistan(87)
United Kingdom(80)
Nigeria(78)


» Show all countries

International Journal of Data and Network Science

ISSN 2561-8156 (Online) - ISSN 2561-8148 (Print)
Quarterly Publication
Volume 8 Issue 2 pp. 789-796 , 2024

Tailoring gamification to individual learners: A study on personalization variables for skill enhancement Pages 789-796 Right click to download the paper Download PDF

Authors: Osama Kamaleldin Salman, Yusra Jadallah Abed Khasawneh, Hatem Alqudah, Suad Abdalkareem Alwaely, Mohamad Ahmad Saleem Khasawneh

doi 10.5267/j.ijdns.2023.12.025
Crossmark

Keywords: Quantitative Research, Gamification, Personalization Variables, Skill Enhancement, UAE Education

Abstract: This study conducts a quantitative inquiry into how components of gamification and customization are being used in Saudi Arabia's educational system. In our investigation, we zero in on how these factors could contribute to skill development. This investigation uses a thorough and rigorous quantitative research approach to probe students' preferences for gamification components and their thoughts on customization. The findings highlight the amazing congruence between people's preference for gamification components like points and badges and the need for adaptation and feedback in optimizing the effectiveness of the educational process. Through careful component analysis, the current investigation successfully separates two distinct constructs: one highlights the importance of flexibility and responsiveness, while the other emphasizes the significance of pace and cultural appropriateness. The results of this research have important policy and practice implications for Saudi Arabia, where educational reforms are now underway. The goal of these changes is to boost academic performance by introducing student-specific, interactive gaming into the classroom.

How to cite this paper

Salman, O., Khasawneh, Y., Alqudah, H., Alwaely, S & Khasawneh, M. (2024). Tailoring gamification to individual learners: A study on personalization variables for skill enhancement.International Journal of Data and Network Science, 8(2), 789-796.

References
Alasmari, N., & Alshae’el, A. (2020). The effect of using drama in English language learning among young learners: A case study of 6th-grade female pupils in Sakaka City. International Journal of Education and Literacy Studies, 8(1), 61-73.
Anderson, T., and Dron, J. (2011). Three generations of distance education pedagogy. International Review of Research in Open and Distributed Learning, 12(3), 80-97.
Berg, A. M., Branka, J., and Kismihók, G. (2018a). Combining learning analytics with job market intelligence to support learning at the workplace. Digital Workplace Learning: Bridging Formal and Informal Learning with Digital Technol-ogies, 129-148.
Berg, J., Furrer, M., Harmon, E., Rani, U., & Silberman, M. S. (2018b). Digital labor platforms and the future of work. Towards decent work in the online world. Rapport de l’OIT.
Caponetto, I., Earp, J., & Ott, M. (2014, October). Gamification and education: A literature review. In European Confer-ence on Games Based Learning (Vol. 1, p. 50). Academic Conferences International Limited.
Conejo, G. G., Gasparini, I., & da Silva Hounsell, M. (2019, July). Detailing motivation in a gamification process. In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) (Vol. 2161, pp. 89-91). IEEE.
Dabbagh, N., & Kitsantas, A. (2012). Personal Learning Environments, social media, and self-regulated learning: A natu-ral formula for connecting formal and informal learning. The Internet and higher education, 15(1), 3-8. https://doi.org/10.1016/j.iheduc.2011.06.002
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428). https://doi.org/10.1145/1979742.1979575
Gay, G. (2002). Preparing for culturally responsive teaching. Journal of teacher education, 53(2), 106-116. https://doi.org/10.1177/0022487102053002003
Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of games-based learning empirical evidence in primary education. Computers and Education, 102, 202-223. https://doi.org/10.1016/j.compedu.2016.09.001
Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International journal of information man-agement, 35(4), 419-431. https://doi.org/10.1016/j.ijinfomgt.2015.04.006
Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?-A literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025-3034). Ieee. 10.1109/HICSS.2014.377
Hattie, J., & Timperley, H. (2007). The power of feedback. Review of educational research, 77(1), 81-112.
Kiili, K., Devlin, K., Perttula, A., Tuomi, P., & Lindstedt, A. (2015). Using video games to combine learning and assess-ment in mathematics education. International Journal of Serious Games, 2(4). http://dx.doi.org/10.17083/ijsg.v%vi%i.98
Kizilcec, R. F., Piech, C., & Schneider, E. (2013, April). Deconstructing disengagement: analyzing learner subpopulations in massive open online courses. In Proceedings of the Third International Conference on Learning Analytics and Knowledge (pp. 170-179).
Mekler, E. D., Brühlmann, F., Tuch, A. N., and Opwis, K. (2017). Towards understanding the effects of individual gamifi-cation elements on intrinsic motivation and performance. Computers in human behavior, 71, 525-534. https://doi.org/10.1016/j.chb.2015.08.048
O’Donnell, A. M., & Dansereau, D. F. (1992). Scripted cooperation in student dyads: A method for analyzing and enhanc-ing academic learning and performance. Interaction in cooperative groups: The theoretical anatomy of group learning, 120-141.
Rojas-Drummond, S. (2019). A dialogic approach to understanding and promoting literacy practices in the primary class-room. In The Routledge International Handbook of research on dialogic education (pp. 306-319). Routledge.
Shute, V. J., Jeong, A. C., and Zapata-Rivera, D. (2017). Visualizing the processes of change in learner be-liefs. Technology-enhanced innovative assessment: Development, modeling, and scoring from an interdisciplinary per-spective, 267-297.
Van den Berghe, R., Verhagen, J., Oudgenoeg-Paz, O., Van der Ven, S., and Leseman, P. (2019). Social robots for lan-guage learning: A review. Review of Educational Research, 89(2), 259-295. https://doi.org/10.3102/0034654318821286
  • 0
  • 1
  • 2
  • 3
  • 4
  • 5

Journal: International Journal of Data and Network Science | Year: 2024 | Volume: 8 | Issue: 2 | Views: 1850 | Reviews: 0

Related Articles:
  • Beyond digital platforms: Gamified skill development in real-world scenarios and environmental variables
  • Exploring the long-term effects: Retention and transfer of skills in gamified learning environment
  • Designing gamified assistive apps: A novel approach to motivating and supporting students with learning disabilities
  • Supply chains are playing games: A review literature on Gamification in supply chain
  • Towards a comprehensive methodology for applying enterprise gamification

Add Reviews

Name:*
E-Mail:
Review:
Bold Italic Underline Strike | Align left Center Align right | Insert smilies Insert link URLInsert protected URL Select color | Add Hidden Text Insert Quote Convert selected text from selection to Cyrillic (Russian) alphabet Insert spoiler
winkwinkedsmileam
belayfeelfellowlaughing
lollovenorecourse
requestsadtonguewassat
cryingwhatbullyangry
Security Code: *
Include security image CAPCHA.
Refresh Code

® 2010-2026 GrowingScience.Com