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    Por favor, use este identificador para citar o enlazar este ítem: http://hdl.handle.net/10259/10215

    Título
    Gamification and player type: Relationships of the HEXAD model with the learning experience
    Autor
    Sipone, SilviaAutoridad UBU Orcid
    Abella García, VíctorAutoridad UBU Orcid
    Rojo Arce, MartaAutoridad UBU Orcid
    Moura Berodia, José Luis
    Publicado en
    Journal of New Approaches in Educational Research
    Editorial
    Springer
    Fecha de publicación
    2025-01
    DOI
    10.1007/s44322-024-00021-w
    Resumen
    Gamification is a widely utilised educational tool designed to promote specific behaviours. An effective gamification design must consider users’ experiences and perceptions to enhance engagement and participation. This research is part of a broader study that develops gamified activities to teach primary school pupils about sustainable mobility. The study investigates the relationship between player profiles, as defined by the Hexad scale, and the use of the ClassCraft platform for learning sustainable mobility concepts. The Hexad scale serves as an instrument to analyse the various motivations exhibited by each student when interacting with the gamified application. Specifically, we examine the connection between player profiles, learning levels, the components of the ClassCraft platform, and the impact of gender on this relationship. An experiment was conducted with 75 fifth-grade primary school students (aged 10–12) who used the ClassCraft platform. Several linear regression models correlated various variables with the player profiles included in the Hexad scale. The results indicate a relationship between player profiles and the variables considered: final score on the platform, number of activities completed, number of connections made, player level achieved, student satisfaction level, and learning levels. Additionally, the high percentage of socialiser profiles found among the students is perfectly in line with some of the intrinsic characteristics of the ClassCraft platform.
    Palabras clave
    Gamification
    Hexad scale
    ClassCraft
    Learning
    Primary education
    Materia
    Educación primaria
    Education, Primary
    Juegos
    Games
    Transporte sostenible
    Sustainable transportation
    URI
    http://hdl.handle.net/10259/10215
    Versión del editor
    https://doi.org/10.1007/s44322-024-00021-w
    Aparece en las colecciones
    • Artículos LogIT
    Atribución 4.0 Internacional
    Documento(s) sujeto(s) a una licencia Creative Commons Atribución 4.0 Internacional
    Ficheros en este ítem
    Nombre:
    Sipone-jonaier_2025.pdf
    Tamaño:
    1.871Mb
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