Gamification Preferences in Digital Education: The Role of Individual Differences
Gamification Preferences in Digital Education
Points, badges, progress bars: do they help every learner the same way? In a study of 530 students, the most effective game-like features turned out to depend on who the learner is, their age and personality, and on the kind of task they are doing.
The takeaway for online courses is to personalise these elements rather than gamify everyone the same way.