Analysis of Player User Experience with Learning Objects in a Gamified Educational Platform: Mathematical Case

Fabiola Talavera-Mendoza, Alexander Rey Cayro Mamani, David Alberto Deza Veliz

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

E-learning and virtual platforms are gaining relevance, as they are an alternative for distance education and personalization. It is proposed to evaluate the use and modeling of the elements of gamification mechanics through the interaction of students with Learning Objects (LO), in solving problems in mathematics and the effects generated in the level of learning achievement. This article presents a quantitative approach and a correlational descriptive design to characterize the types of users and their behavior in a gamified educational platform, for second year high school students. The results show an inclination of the user to the type of "player", prioritized within the preferences of students between 12 and 14 years old by the motivations of obtaining virtual money through the accumulation of points. Likewise, it reflects a significant integration of the interactions of the students with the LO, consequently it is a valid process for the use and modeling with gamification mechanics in the educational context, attending the school curriculum and evidencing the learning achievement obtained and responsiveness in the interaction with the proposed LO.

Original languageEnglish
Title of host publicationICEMT 2021 - 2021 5th International Conference on Education and Multimedia Technology
PublisherAssociation for Computing Machinery
Pages253-259
Number of pages7
ISBN (Electronic)9781450390224
DOIs
StatePublished - 23 Jul 2021
Event5th International Conference on Education and Multimedia Technology, ICEMT 2021 - Virtual, Online, Japan
Duration: 23 Jul 202125 Jul 2021

Publication series

NameACM International Conference Proceeding Series

Conference

Conference5th International Conference on Education and Multimedia Technology, ICEMT 2021
Country/TerritoryJapan
CityVirtual, Online
Period23/07/2125/07/21

Bibliographical note

Funding Information:
This article has been prepared within the framework of the IAI-017-2018-UNSA Project “Recommendation System for learning objects in Regular Basic Education, focused on competences using Deep learning and Big Data” funded by the Universidad Nacional de San Agustín de Arequipa for whom we are deeply grateful.

Publisher Copyright:
© 2021 ACM.

Keywords

  • gamified educational platform
  • user interaction

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