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Autori principali: Ricker, Anna Katharina, Marquardt, Kai, Happe, Lucia
Natura: Preprint
Pubblicazione: 2026
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Accesso online:https://arxiv.org/abs/2603.13267
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author Ricker, Anna Katharina
Marquardt, Kai
Happe, Lucia
author_facet Ricker, Anna Katharina
Marquardt, Kai
Happe, Lucia
contents Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning activity types relate to preferences for gamification elements in digital education. A large-scale quantitative survey (N = 530), including 34% underage participants, assessed preferences for 13 gamification elements in relation to Age, Gender, HEXAD Player Type, Big Five Personality Traits, Felder-Silverman Learning Styles, and Bloom-based Learning Activity Types. Inferential statistical analyses and exploratory machine learning techniques revealed systematic but generally small-to-moderate effects across parameters. Age emerged as the most consistent predictor of preference, followed by player type and personality traits, whereas gender and learning styles showed comparatively weaker associations. In addition, learning activity type significantly influenced the perceived suitability of gamification elements, indicating that motivational design is task-dependent. The findings suggest that gamification effectiveness cannot be reduced to universally motivating elements. Instead, preferences are shaped by the interaction of learner characteristics and instructional context. These results provide empirical grounding for adaptive and modular gamification strategies in digital learning environments.
format Preprint
id arxiv_https___arxiv_org_abs_2603_13267
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Gamification Preferences in Digital Education: The Role of Individual Differences
Ricker, Anna Katharina
Marquardt, Kai
Happe, Lucia
Computers and Society
Human-Computer Interaction
Software Engineering
Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning activity types relate to preferences for gamification elements in digital education. A large-scale quantitative survey (N = 530), including 34% underage participants, assessed preferences for 13 gamification elements in relation to Age, Gender, HEXAD Player Type, Big Five Personality Traits, Felder-Silverman Learning Styles, and Bloom-based Learning Activity Types. Inferential statistical analyses and exploratory machine learning techniques revealed systematic but generally small-to-moderate effects across parameters. Age emerged as the most consistent predictor of preference, followed by player type and personality traits, whereas gender and learning styles showed comparatively weaker associations. In addition, learning activity type significantly influenced the perceived suitability of gamification elements, indicating that motivational design is task-dependent. The findings suggest that gamification effectiveness cannot be reduced to universally motivating elements. Instead, preferences are shaped by the interaction of learner characteristics and instructional context. These results provide empirical grounding for adaptive and modular gamification strategies in digital learning environments.
title Gamification Preferences in Digital Education: The Role of Individual Differences
topic Computers and Society
Human-Computer Interaction
Software Engineering
url https://arxiv.org/abs/2603.13267