3.7HCJun 18, 2021
Do people's user types change over time? An exploratory studyAna Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari et al.
In recent years, different studies have proposed and validated user models (e.g., Bartle, BrainHex, and Hexad) to represent the different user profiles in games and gamified settings. However, the results of applying these user models in practice (e.g., to personalize gamified systems) are still contradictory. One of the hypotheses for these results is that the user types can change over time (i.e., user types are dynamic). To start to understand whether user types can change over time, we conducted an exploratory study analyzing data from 74 participants to identify if their user type (Achiever, Philanthropist, Socialiser, Free Spirit, Player, and Disruptor) had changed over time (six months). The results indicate that there is a change in the dominant user type of the participants, as well as the average scores in the Hexad sub-scales. These results imply that all the scores should be considered when defining the Hexad's user type and that the user types are dynamic. Our results contribute with practical implications, indicating that the personalization currently made (generally static) may be insufficient to improve the users' experience, requiring user types to be analyzed continuously and personalization to be done dynamically.
3.7HCJun 18, 2021
Does gamification affect flow experience? A systematic literature reviewWilk Oliveira, Olena Pastushenko, Luiz Rodrigues et al.
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this field, it is difficult to get the state-of-the-art of this research domain. To address this problem, we conducted a systematic literature review to identify i) which gamification design methods have been used in the studies about gamification and Flow Theory, ii) which gamification elements have been used in these studies, iii) which methods have been used to evaluate the users' flow experience in gamified settings, and iv) how gamification affects users' flow experience. The main results show that there is growing interest to this field, as the number of publications is increasing. The most significant interest is in the area of gamification in education. However, there is no unanimity regarding the preferred method of the study or the effects of gamification on users' experience. Our results highlight the importance of conducting new experimental studies investigating how gamification affects the users' flow experience in different gamified settings, applications and domains.
8.6HCJan 14, 2021
Automating Gamification Personalization: To the User and BeyondLuiz Rodrigues, Armando M. Toda, Wilk Oliveira et al.
Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity to be done and geographic location), which leads to several occasions to tailor. Consequently, tools for automating gamification personalization are needed. The problems that emerge are that which of those characteristics are relevant and how to do such tailoring are open questions, and that the required automating tools are lacking. We tackled these problems in two steps. First, we conducted an exploratory study, collecting participants' opinions on the game elements they consider the most useful for different learning activity types (LAT) via survey. Then, we modeled opinions through conditional decision trees to address the aforementioned tailoring process. Second, as a product from the first step, we implemented a recommender system that suggests personalized gamification designs (which game elements to use), addressing the problem of automating gamification personalization. Our findings i) present empirical evidence that LAT, geographic locations, and other user characteristics affect users' preferences, ii) enable defining gamification designs tailored to user and contextual features simultaneously, and iii) provide technological aid for those interested in designing personalized gamification. The main implications are that demographics, game-related characteristics, geographic location, and LAT to be done, as well as the interaction between different kinds of information (user and contextual characteristics), should be considered in defining gamification designs and that personalizing gamification designs can be improved with aid from our recommender system.
9.6HCAug 12, 2020
Revealing the Hidden Patterns: A Comparative Study on Profiling Subpopulations of MOOC StudentsLei Shi, Alexandra I. Cristea, Armando M. Toda et al.
Massive Open Online Courses (MOOCs) exhibit a remarkable heterogeneity of students. The advent of complex "big data" from MOOC platforms is a challenging yet rewarding opportunity to deeply understand how students are engaged in MOOCs. Past research, looking mainly into overall behavior, may have missed patterns related to student diversity. Using a large dataset from a MOOC offered by FutureLearn, we delve into a new way of investigating hidden patterns through both machine learning and statistical modelling. In this paper, we report on clustering analysis of student activities and comparative analysis on both behavioral patterns and demographical patterns between student subpopulations in the MOOC. Our approach allows for a deeper understanding of how MOOC students behave and achieve. Our findings may be used to design adaptive strategies towards an enhanced MOOC experience
1.2CYAug 11, 2020
Social Engagement versus Learning Engagement -- An Exploratory Study of FutureLearn LearnersLei Shi, Alexandra I. Cristea, Armando M. Toda et al.
Massive Open Online Courses (MOOCs) continue to see increasing enrolment, but only a small percent of enrolees completes the MOOCs. Whilst a lot of research has focused on predicting completion, there is little research analysing the ostensible contradiction between the MOOC's popularity and the apparent disengagement of learners. Specifically, it is important to analyse engagement not just in learning, but also from a social perspective. This is especially crucial, as MOOCs offer a growing amount of activities, which can be classified as social interactions. Thus, this study is particularly concerned with how learners interact with peers, along with their study progression in MOOCs. Additionally, unlike most existing studies that are mainly focused on learning outcomes, this study adopts a fine-grained temporal approach to exploring how learners progress within a MOOC. The study was conducted on the less explored FutureLearn platform, which employs a social constructivist approach and promotes collaborative learning. The preliminary results suggest potential interesting fine-grained predictive models for learner behaviour, involving weekly monitoring of social, non-social behaviour of active students (further classified as completers and non-completers).
5.8HCAug 10, 2020
Social Interactions Clustering MOOC Students: An Exploratory StudyLei Shi, Alexandra Cristea, Ahmad Alamri et al.
An exploratory study on social interactions of MOOC students in FutureLearn was conducted, to answer "how can we cluster students based on their social interactions?" Comments were categorized based on how students interacted with them, e.g., how a student's comment received replies from peers. Statistical modelling and machine learning were used to analyze comment categorization, resulting in 3 strong and stable clusters.