Tailoring gamified educational systems to users and context

Detalhes bibliográficos
Ano de defesa: 2022
Autor(a) principal: Rodrigues, Luiz Antonio Lima
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: eng
Instituição de defesa: Biblioteca Digitais de Teses e Dissertações da USP
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: https://www.teses.usp.br/teses/disponiveis/55/55134/tde-13022023-172407/
Resumo: Gamification refers to adding game elements to contexts other than games. As its success is assumed to depend on many moderators (e.g., user characteristics) and the gamification design itself, research has investigated how to tailor gamification to users to improve its effectiveness; that is, personalized gamification. However, personalization approaches i) are predominantly focused on user data, whereas contextual factors (e.g., task to be done and geographic location) also are important for gamification success; ii) often do not take into account multiple factors simultaneously, neither their interactions, which is necessary given that many of those are relevant moderators; iii) have not been properly validated, consequently, whether they improve one-size-fits-all gamification (i.e., no tailoring) remains unknown. That is, there is no empirically validated approach for personalizing gamification designs to the users and contexts characteristics within the educational domain. To address this problem, this research aims to develop and validate a personalization approach for tailoring gamification designs of educational systems to contextual and user characteristics. Three main steps were devised to achieve that goal: i) studying moderators of gamifications success to understand factors to be considered in the tailoring process; ii) creating an approach that simultaneously considers multiple contextual and user characteristics to tailor educational systems gamification designs; and iii) empirically validating our approach compared to one-size-fits-all gamification. Based on 10 studies, this research contributes i) empirical evidence suggesting contextual and user characteristics that moderate gamifications success, ii) two recommender systems that guide on the multidimensional personalization of gamification, and iii) empirical evidence on how personalized gamification compares to the one-size-fits-all approach in terms of student motivation. Thus, this research informs the design of gamified educational systems, presenting empirical evidence on which information to consider, recommendations on how to personalize them to multiple characteristics simultaneously, and evidence on how such personalization contributes to gamification applied to education.
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spelling Tailoring gamified educational systems to users and contextPersonalizando sistemas educacionais gamificados para usuários e o contextoAprendizadoEducaçãoEducationGamificaçãoGamificationLearningPersonalizaçãoPersonalizationPersuasãoPersuasionGamification refers to adding game elements to contexts other than games. As its success is assumed to depend on many moderators (e.g., user characteristics) and the gamification design itself, research has investigated how to tailor gamification to users to improve its effectiveness; that is, personalized gamification. However, personalization approaches i) are predominantly focused on user data, whereas contextual factors (e.g., task to be done and geographic location) also are important for gamification success; ii) often do not take into account multiple factors simultaneously, neither their interactions, which is necessary given that many of those are relevant moderators; iii) have not been properly validated, consequently, whether they improve one-size-fits-all gamification (i.e., no tailoring) remains unknown. That is, there is no empirically validated approach for personalizing gamification designs to the users and contexts characteristics within the educational domain. To address this problem, this research aims to develop and validate a personalization approach for tailoring gamification designs of educational systems to contextual and user characteristics. Three main steps were devised to achieve that goal: i) studying moderators of gamifications success to understand factors to be considered in the tailoring process; ii) creating an approach that simultaneously considers multiple contextual and user characteristics to tailor educational systems gamification designs; and iii) empirically validating our approach compared to one-size-fits-all gamification. Based on 10 studies, this research contributes i) empirical evidence suggesting contextual and user characteristics that moderate gamifications success, ii) two recommender systems that guide on the multidimensional personalization of gamification, and iii) empirical evidence on how personalized gamification compares to the one-size-fits-all approach in terms of student motivation. Thus, this research informs the design of gamified educational systems, presenting empirical evidence on which information to consider, recommendations on how to personalize them to multiple characteristics simultaneously, and evidence on how such personalization contributes to gamification applied to education.A gamificação diz respeito a adicionar elementos de jogos em contextos que não sejam de jogos. Como se considera que seu sucesso depende de vários moderadores (e.g., características do usuário) e do design de gamificação em si, pesquisas têm investigado como tornar a gamificação sob medida para os usuários para melhorar sua eficiência; isto é, gamificação personalizada. No entanto, abordagens de personalização i) concentram-se predominantemente nos dados do usuário, enquanto fatores contextuais (e.g., tarefa a ser executada e localização geográfica) também são importantes para o sucesso da gamificação; ii) muitas vezes não levam em consideração múltiplos fatores simultaneamente, nem suas interações, o que é necessário, dado que muitos deles são moderadores relevantes; iii) não foram devidamente validadas, consequentemente, se elas melhoram ou não a gamificação um-para-todos (one-size-fits-all) não é sabido. Ou seja, não existe uma abordagem para personalizar os designs de gamificação para as características dos usuários e do contexto no domínio educacional empiricamente validada. Para resolver este problema, essa pesquisa tem como objetivo desenvolver e validar uma abordagem de personalização para adequar designs de gamificação de sistemas educacionais às características contextuais e do usuário. Três etapas principais foram planejadas para atingir esse objetivo: i) estudar moderadores do sucesso da gamificação para entender os fatores a serem considerados no processo de personalização; ii) criar uma abordagem que considere simultaneamente múltiplas características contextuais e do usuário para personalizar os design de gamificação de sistemas educacionais; e iii) validar empiricamente a abordagem desenvolvida em comparação com a gamificação um-para-todos. Baseado em 10 estudos, essa pesquisa contribui i) evidências empíricas sugerindo características de usuário e contexto que moderam o sucesso da gamificação, ii) dois sistemas de recomendação que guiam a personalização multidimensional da gamificação, e iii) evidências empíricas sobre como a gamificação personalizada se compara à abordagem um-para-todos com base na motivação de estudantes. Portanto, essa pesquisa informa o design de sistemas educacionais gamificados, apresentando evidências empíricas sobre quais informações considerar, recomendações sobre como personalizá-los para várias características simultaneamente, e evidências sobre como tal personalização contribui para a gamificação aplicada à educação.Biblioteca Digitais de Teses e Dissertações da USPIsotani, SeijiRodrigues, Luiz Antonio Lima2022-12-16info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisapplication/pdfhttps://www.teses.usp.br/teses/disponiveis/55/55134/tde-13022023-172407/reponame:Biblioteca Digital de Teses e Dissertações da USPinstname:Universidade de São Paulo (USP)instacron:USPLiberar o conteúdo para acesso público.info:eu-repo/semantics/openAccesseng2023-02-13T19:30:59Zoai:teses.usp.br:tde-13022023-172407Biblioteca Digital de Teses e Dissertaçõeshttp://www.teses.usp.br/PUBhttp://www.teses.usp.br/cgi-bin/mtd2br.plvirginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.bropendoar:27212023-02-13T19:30:59Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP)false
dc.title.none.fl_str_mv Tailoring gamified educational systems to users and context
Personalizando sistemas educacionais gamificados para usuários e o contexto
title Tailoring gamified educational systems to users and context
spellingShingle Tailoring gamified educational systems to users and context
Rodrigues, Luiz Antonio Lima
Aprendizado
Educação
Education
Gamificação
Gamification
Learning
Personalização
Personalization
Persuasão
Persuasion
title_short Tailoring gamified educational systems to users and context
title_full Tailoring gamified educational systems to users and context
title_fullStr Tailoring gamified educational systems to users and context
title_full_unstemmed Tailoring gamified educational systems to users and context
title_sort Tailoring gamified educational systems to users and context
author Rodrigues, Luiz Antonio Lima
author_facet Rodrigues, Luiz Antonio Lima
author_role author
dc.contributor.none.fl_str_mv Isotani, Seiji
dc.contributor.author.fl_str_mv Rodrigues, Luiz Antonio Lima
dc.subject.por.fl_str_mv Aprendizado
Educação
Education
Gamificação
Gamification
Learning
Personalização
Personalization
Persuasão
Persuasion
topic Aprendizado
Educação
Education
Gamificação
Gamification
Learning
Personalização
Personalization
Persuasão
Persuasion
description Gamification refers to adding game elements to contexts other than games. As its success is assumed to depend on many moderators (e.g., user characteristics) and the gamification design itself, research has investigated how to tailor gamification to users to improve its effectiveness; that is, personalized gamification. However, personalization approaches i) are predominantly focused on user data, whereas contextual factors (e.g., task to be done and geographic location) also are important for gamification success; ii) often do not take into account multiple factors simultaneously, neither their interactions, which is necessary given that many of those are relevant moderators; iii) have not been properly validated, consequently, whether they improve one-size-fits-all gamification (i.e., no tailoring) remains unknown. That is, there is no empirically validated approach for personalizing gamification designs to the users and contexts characteristics within the educational domain. To address this problem, this research aims to develop and validate a personalization approach for tailoring gamification designs of educational systems to contextual and user characteristics. Three main steps were devised to achieve that goal: i) studying moderators of gamifications success to understand factors to be considered in the tailoring process; ii) creating an approach that simultaneously considers multiple contextual and user characteristics to tailor educational systems gamification designs; and iii) empirically validating our approach compared to one-size-fits-all gamification. Based on 10 studies, this research contributes i) empirical evidence suggesting contextual and user characteristics that moderate gamifications success, ii) two recommender systems that guide on the multidimensional personalization of gamification, and iii) empirical evidence on how personalized gamification compares to the one-size-fits-all approach in terms of student motivation. Thus, this research informs the design of gamified educational systems, presenting empirical evidence on which information to consider, recommendations on how to personalize them to multiple characteristics simultaneously, and evidence on how such personalization contributes to gamification applied to education.
publishDate 2022
dc.date.none.fl_str_mv 2022-12-16
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
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dc.rights.driver.fl_str_mv Liberar o conteúdo para acesso público.
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rights_invalid_str_mv Liberar o conteúdo para acesso público.
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reponame_str Biblioteca Digital de Teses e Dissertações da USP
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