Rob van Roy

Rob van Roy
KU Leuven | ku leuven · Meaningful Interactions Lab (Mintlab)

PhD

About

13
Publications
18,482
Reads
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583
Citations
Citations since 2016
10 Research Items
569 Citations
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Introduction
Skills and Expertise

Publications

Publications (13)
Chapter
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Gamification, a design technique that uses the motivational elements of games in other contexts, is increasingly looked at as a possible solution to the dropping levels of motivation observed in learners. However, previous research has presented mixed results as to the demonstration of whether gamification in education works or not. To better evalu...
Conference Paper
Research on gamified educational platforms has chiefly focused on game elements motivating continued engagement, neglecting whether and why people choose to use them in the first place. Grounded in Uses & Gratifications Theory, this study therefore combined use diaries with follow-up interviews to explore the situated reasons for use of 83 students...
Conference Paper
Full-text available
The recent booming popularity of gamification has incited researchers to investigate the effectiveness of this technique. However, by identifying different possible implications for both user and context, this paper wants to move beyond effectiveness and to elaborate on different ethical ramifications of the use of gamification. The paper concludes...
Conference Paper
Full-text available
Gamification is often proposed as a solution to motivate students in an educational context. In this paper, we investigate whether personalized gamification systems tailored to the needs of the specific users show more potential than a one-size-fits-all-approach. We report on a qualitative study with 40 Dutch university students who used an online...
Chapter
Full-text available
Authors have proposed that nudges need to be sufficiently transparent to lose their manipulative character. Transparency has already become a standard requirement for policymakers in most democratic countries that apply nudging. It has been suggested by some, however, that transparency could decrease or even completely eliminate the effectiveness o...
Article
Full-text available
Personalization is an upcoming trend in gamification research, with several researchers proposing that gamified systems should take personal characteristics into account. However, creating good gamified designs is effort intensive as it is and tailoring system interactions to each user will only add to this workload. We propose machine learning alg...
Article
Do game design elements like badges have one, fixed motivational effect or can they have several different? Self-Determination Theory suggests that people situationally appraise the functional significance or psychological meaning of a given stimulus, which can result in different motivational states, but there is little empirical work observing ac...
Article
Although many studies have focused on the potential of implementing gamification in education, the existing literature remains inconclusive about its effectiveness. In order to make sense of the contradictory findings regarding the effectiveness of implementing game design elements in an online learning environment, this paper complements the avail...
Article
Previous research on the interaction with game design elements in an educational setting has presented both desirable and undesirable outcomes, but misses out on a theoretical and empirical explanation of the underlying psychological processes at work when interacting with gamified systems. This article aims at gaining an in-depth understanding of...
Conference Paper
Full-text available
In this paper we present an approach for personalizing gamification to the needs of each individual person. We designed the personalization for computer-supported collaborative learning environments by synthesizing three existing design frameworks: the lens of intrinsic skill atoms, gamification user type hexad and heuristics for effective design o...
Article
Full-text available
Second-screen viewing—the use of smartphones, tablets, and laptops while watching television—has increased dramatically in the last few years. Using multiple resource theory and threaded cognition theory, this study investigated the effects of second-screen viewing on cognitive load, factual recall and comprehension of news. Second, we examined the...

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Project (1)
Project
Using Self-Determination Theory as a theoretical lens, we scrutinise the potential of gamification in educational contexts by focussing on the underlying motivational processes. At the same time, we look at the impact of personal, contextual and system characteristics in this process.