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Gamification has been widely used to increase learners’ motivation and engagement in digital learning environments. Various studies have highlighted the need to tailor gamification according to users’ characteristics. However, little is known about how tailoring gamification affects learners’ engagement when interacting with the environment. In this paper, we analyse learners’ behaviours in a large-scale field study in real-world classroom conditions over a six-week period. We identify three behavioural patterns and show at a global level that two of these patterns are influenced by adaptation. When we look at how learners’ engagement evolves over time, we see more differences in the adapted condition, specifically in the final lessons of the experiment. Globally learners’ engaged behaviours gradually decreased over time but tailoring the game elements to learners seemed to reduce this decrease or make it more stable, depending on the behavioural patterns.
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384
Investigating the Eects of Tailored Gamification on
Learners’ Engagement over Time in a Learning Environment
AUDREY SERNA,University of Lyon, INSA Lyon, CNRS, UCBL, LIRIS, UMR5205, France
STUART HALLIFAX,University of Lyon, University Jean Moulin Lyon 3, iaelyon school of Management,
CNRS, INSA Lyon, UCBL, LIRIS, UMR5205, France
ÉLISE LAVOUÉ,University of Lyon, University Jean Moulin Lyon 3, iaelyon school of Management, CNRS,
INSA Lyon, UCBL, LIRIS, UMR5205, France
Fig. 1. Examples of the six game elements used in the experiment.
Gamication has been widely used to increase learners’ motivation and engagement in digital learning envi-
ronments. Various studies have highlighted the need to tailor gamication according to users’ characteristics.
However, little is known about how tailoring gamication aects learners’ engagement when interacting
with the environment. In this paper, we analyse learners’ behaviours in a large-scale eld study in real-world
classroom conditions over a six-week period. We identify three behavioural patterns and show at a global
level that two of these patterns are inuenced by adaptation. When we look at how learners’ engagement
evolves over time, we see more dierences in the adapted condition, specically in the nal lessons of the
experiment. Globally learners’ engaged behaviours gradually decreased over time but tailoring the game
elements to learners seemed to reduce this decrease or make it more stable, depending on the behavioural
patterns.
CCS Concepts: Human-centered computing
Empirical studies in HCI;User models;Applied comput-
ing Computer games.
Additional Key Words and Phrases: Tailored Gamication, Digital learning environment, Behaviour analysis,
Engagement, Behaviour patterns
Authors’ addresses: Audrey Serna, audrey.serna@insa-lyon.fr, University of Lyon, INSA Lyon, CNRS, UCBL, LIRIS, UMR5205,
19 avenue Jean Capelle, Villeurbanne, -, France, F-69621; Stuart Hallifax, stuhallifax@live.co.uk, University of Lyon, University
Jean Moulin Lyon 3, iaelyon school of Management, CNRS, INSA Lyon, UCBL, LIRIS, UMR5205, 1C avenue des Frères
Lumière - CS 78242, Lyon, -, France, F-69008; Élise Lavoué, elise.lavoue@univ-lyon3.fr, University of Lyon, University Jean
Moulin Lyon 3, iaelyon school of Management, CNRS, INSA Lyon, UCBL, LIRIS, UMR5205, 1C avenue des Frères Lumière -
CS 78242, Lyon, -, France, F-69008.
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2573-0142/2023/11-ART384 $15.00
https://doi.org/10.1145/3611030
Proc. ACM Hum.-Comput. Interact., Vol. 7, No. CHI PLAY, Article 384. Publication date: November 2023.
384:2 Serna et al.
ACM Reference Format:
Audrey Serna, Stuart Hallifax, and Élise Lavoué. 2023. Investigating the Eects of Tailored Gamication on
Learners’ Engagement over Time in a Learning Environment. Proc. ACM Hum.-Comput. Interact. 7, CHI PLAY,
Article 384 (November 2023), 25 pages. https://doi.org/10.1145/3611030
1 INTRODUCTION
Gamication relies on the use of game design elements in non-game contexts [
18
]. Over the last
decade, gamication has been widely integrated in learning environments as a way to stimulate
learners’ motivation, engagement and user experience as shown in recent systematic reviews on
gamication within the educational domain [
7
,
19
,
61
,
65
,
72
]. These meta-analyses identify empiri-
cal studies that investigate the eects of gamication mostly on learners’ motivation, performances
and engagement. The results of these studies tend to show positive eects [
7
,
65
,
72
]. Zainuddin et
al. [
72
] particularly underline the importance and the role of engagement in learning outcomes, as
they observe that values of engagement and motivation were always positively correlated with
academic performance. However, other reviews underline contradictory or mixed results. For
instance, Sailer et. al [
61
] show that results on motivational and behavioural learning outcomes
cannot be interpreted as stable due to dierent factors.
These mixed results of gamication have also been observed in other domains [
36
,
37
] and
researchers have started to investigate if adapting game elements to individual learners can have a
greater impact. Several systematic literature reviews analyse the current results of such studies.
Rodrigues et al. [
57
] identify primary studies testing personalisation approaches and report mixed
results for motivational, behavioural and cognitive outcomes. Oliveira et al. [
49
] also highlight that
most of the experiments do not provide sucient statistical evidence. Several of these studies point
out the fact that the impact depends on individual factors, such as the player prole [
29
,
42
,
45
,
51
]
or learners’ motivation for the learning task [
5
,
26
,
40
]. In addition to these individual static factors,
Klock et al. [
36
] underline the importance of considering the dynamic and cyclical nature of
gamication to improve user experience in the long-term. They highly recommend investigating
"how users may change from time to time and how interaction evolves" to periodically update these
dynamic models. This need for a deeper understanding of users’ experiences is also highlighted by
other meta-analyses [49,57].
To date, most of the existing studies are focused on the eects of tailored gamication after using
the learning environment and do not analyse behavioural outcomes while performing the learning
activity. Thus, to achieve a better understanding of these aspects, we propose to analyse the impact
of tailoring game elements integrated in a learning environment on learners’ engagement across
learning sessions and its evolution over time. To investigate this, we conducted a large-scale eld
study in real-world classroom conditions, involving 145 students (aged between 13-15 years) from
French secondary schools. The students completed 6 maths lessons of approximately 40 minutes in
a gamied learning environment. We performed a factor analysis on the interaction logs collected
during the experiment to identify behavioural patterns when using the gamied digital learning
environment.
We also compared the levels of engagement between learners who used a tailored game element
and those of learners who used randomly assigned ones. Our results reveal that (1) we can distinguish
three behavioural patterns corresponding to dierent kinds of engaged behaviours (2) learners’
engaged behaviours gradually decreased over time but (3) tailoring the game elements to learners
seemed to reduce this decrease or make it more stable, depending on the behavioural patterns, as
learners in the non-tailored condition showed a higher decrease than those in the tailored condition
(specically with regard to two of the three identied patterns).
Proc. ACM Hum.-Comput. Interact., Vol. 7, No. CHI PLAY, Article 384. Publication date: November 2023.
Eects of Tailored Gamification on Learners’ Engagement over Time 384:3
We believe that these ndings contribute to a better understanding of how tailoring gamication
to learners can impact their engagement during a gamied learning activity. We derive design
implications for tailored gamication in education. We also provide insights into how engagement
should be tracked and evaluated using a more granular approach. This is a rst step towards the
dynamic adaptation of gamication and its automation, which is an important challenge for future
research in the eld of adaptive gamication [49].
2 RELATED WORK
2.1 Impact of Gamification on Learners
Gamication has gained interest in recent years in several domains. Dierent recent systematic
reviews of literature intended to summarise the results obtained in various studies analysing the
eects of gamication in general [
30
,
37
,
63
] and specically in the educational domain [
7
,
19
,
61
,
65,72].
The literature reviews conducted between 2014 and 2015 reported rather positive results on
motivation, engagement and enjoyment [
19
,
30
,
63
], thus supporting its potential for benecial
eects. However, they also underlined some issues regarding the lack of theoretical foundations
and the design of these empirical studies. In particular, most of the studies did not isolate the eects
of gamication and specic game elements [
63
], and the eects were greatly dependent on the
context and users [
30
]. In their meta-review in education, Dicheva et al. [
19
] reported a majority of
positive results, including signicantly higher engagement of students with increased participation
and motivation. They also pointed out some major obstacles and needs, in particular the need for
more substantial empirical research to demonstrate reliable results using specic game elements.
Since then, several studies have tried to analyse the eect of specic game elements on dierent
aspects of user experience and performances. In education, these aspects are evaluated in terms of
cognitive, motivational and behavioural outcomes, with rather stable results for cognitive learning
outcomes and less stable results for motivational and behavioural outcomes [
61
]. The positive eects
of gamication on learner performances is reported in several meta-analyses [
7
,
65
,
72
]. Regarding
motivation and engagement, several studies report positive eects of gamication [
11
,
20
,
21
,
71
], as
underlined by the review conducted by Zainuddin et al. [
72
]. Other studies report mixed results. For
instance, Landers et al. [
38
] demonstrated the eectiveness of leaderboards for simple tasks where
they served as a goal setting tool for users. However, their eectiveness decreased as task diculty
increased. Also, Denny et al. [
15
] tested the eect of badges and scores on learner behaviour and
found that only badges had an eect.
Even if these results are rather positive, some variability was underlined by Sailer et al. [
61
]
and Koivisto and Hamari [
37
], who state that "while the results in general lean towards positive
ndings [..] the amount of mixed results is remarkable". The authors recommend investigating the
role of the users, their goals and their individual attributes on the eectiveness of gamication. In
fact, the majority of the meta-analyses cited above agree that the eects of gamication are highly
dependent on specic contexts, which vary across individuals. Based on this assumption, a recent
approach investigated the adaptation of gamication to users’ characteristics.
2.2 Tailoring Gamification to Learners: Methods and Results
Tailored gamication is a current trend that consists in taking into account users’ inter-individual
dierences when gamifying a system [
6
,
55
]. Several systematic literature reviews [
29
,
36
,
49
] show
that tailored gamication studies have mainly explored ways to model the user prole. These studies
usually rely on statistical techniques to correlate and test the most suitable game elements for each
user characteristic. The characteristics most commonly considered in the user prole are player
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384:4 Serna et al.
preferences (45% according to [
36
]), gender and personality traits. Regarding player preferences, a
recent comparative study of several typologies showed that the Gamication User Types Hexad
framework [
43
] was the one most suited to express player preferences towards game elements [
28
].
Indeed, Hexad was specically developed for gamication and is based on the Self Determination
Theory [
59
]. The Hexad typology distinguishes six dierent user types: Philanthropists, Socialisers,
Free Spirits, Achievers, Players, and Disruptors. Several recent experimental studies were conducted
in order to identify the motivational impact of game elements regarding this typology [
52
] or
propose personalisation approaches [46].
Another systematic literature review on personalised gamication [
57
] focuses on the comparison
of the eects of adapted gamication with one size ts all gamication. The authors identify primary
studies testing personalisation approaches and report mixed results for motivational, behavioural
and cognitive outcomes alike.
Regarding more specically the eld of education, tailored gamication has also gained interest
because learners have dierent motivations when using a learning environment [
30
,
45
,
70
]. Recent
meta-analyses on tailored gamication in education [
5
,
29
,
49
] conrm that most of the studies
adapt gamication using player preferences thanks to statistical approaches. However, few studies
proposed to adapt gamication to learners’ behaviours, such as [
53
] using students’ interactional
prole or to learners’ motivation, such as Roosta et al. [
58
] and Hassan et al. [
32
], who use various
forms of user task motivation as a basis for adaptation. In addition, in their literature review on
adaptive gamication in e-learning, Bennani et al. [
5
] identify several studies arguing that future
adaptation improvement should be based on motivation considerations.
Regardless of the adaptation process, the meta-analyses also identify mixed results and highlight
that most of the experiments do not provide sucient statistical evidence. Roosta et al. [
58
] showed
signicant dierences in motivation, engagement (participation rates) and quiz results between
learners who used a tailored (to their motivation) or a randomised game element. Mora et al. [
46
]
reported an increase in students’ behavioural and emotional engagement when adapting to their
Hexad player type. More mixed results are reported. For example, Monterrat at al. [
45
] showed
that the adaptation process had a negative impact on the perceived usefulness and fun of gaming
features. However, when performing a similar study, Lavoué et al. [
40
] found that providing learners
with tailored game elements made the most engaged learners spend signicantly more time in
the learning environment. In another study, Paiva et al. [
53
] analysed the usage data during the
month after the introduction of tailored goals in their learning tool used for learning mathematics.
Learners received personalised goals to encourage them to increase the number of specic learning
actions they performed. The results showed that only specic goals were eective in increasing the
number of related actions. Finally, Oliveria et al. [
50
] found no dierences between tailored and
non-tailored conditions on learners’ ow experience. This nding is somewhat contradictory with
a previous study [
48
] in which the same authors found that, for some player types, the tailored
system induced better learner concentration than the counter-tailored one, while for other player
types the counter-tailored game elements functioned better. More recently, [
26
] simulated adapting
game elements to learners based both on their Hexad prole and their initial motivation for the
learning content. They proposed an algorithm to combine the recommendations issued from each
prole into a unique recommendation. This approach resulted in an adaptation that was more
eective on learners’ motivation and engagement than the one based on a unique prole.
To conclude, these studies report mitigated results when tailoring gamication to learners,
thus highlighting the need for more empirical studies on this recent research issue [
36
,
49
,
57
].
Moreover, as reported by Hallifax et al. [
29
], studies are generally focused on the eects of tailored
gamication on learners’ motivation and performances after using the learning environment, but
do not investigate if and how tailoring game elements aects their behaviours while performing the
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Eects of Tailored Gamification on Learners’ Engagement over Time 384:5
learning activity. This is also underlined by Klock et al. [
36
], who state that tailored gamication
could be improved by considering how learners’ interactions with the learning environment evolve
from time to time. In this paper, we aim to full the need for more understanding on this issue by
analysing learners’ engagement while performing the activity.
2.3 Analysing Learners’ Engagement
Engagement is a complex and multidimensional process. O’Brien & Toms [
47
] dene it as "a
quality of user experience characterised by attributes of challenge, positive aect, endurability,
aesthetic and sensory appeal, attention, feedback, variety/novelty, interactivity, and perceived user
control". It is particularly a dynamic process, with engagement and disengagement, that therefore
changes over time. It is generally accepted that engagement is composed of three complementary
dimensions: cognitive,motivational (or aective), and behavioural [
25
,
41
]. Motivational engagement
covers the interest, emotions, and values perceived by learners during learning activities. Cognitive
engagement is related to the deployment of learning strategies: cognitive, self-regulated or resource
management-related [
54
]. Behavioural engagement refers to the observable actions of the learner
in completing a learning task [
25
]. Considering the recommendations of Klock et al. [
36
], we are
particularly interested in this latter type of engagement.
Many studies have focused on analysing students’ engagement in learning environments, whether
gamied or not. Dierent approaches coexist, generating a large variety of indicators for measuring
the level of engagement of students. For instance, da Rocha Seixas et al. [11] dened engagement
indicators (such as autonomy or participation) with ethnographic methods, using observation and
semi-structured interviews. Thanks to a survey completed by students at the end of the experiment,
they also performed a cluster analysis to classify student engagement. Many other studies prefer to
adopt the gamication analytics approach [
34
]. They rely on student activity (i.e. actions in the
gamied application) to measure behavioural engagement, extracting indicators from data logs.
Generally, these indicators correspond to the time spent in the learning environment, number of
logins, content completion rate, completed test rate, number of questions answered correctly, etc.
[
66
]. For instance, Ding et al. [
20
] measured student behavioural engagement through students’
number of entries and frequency of logins. Rodrigues et al. [
56
] used the number of attempts
that students made, the time spent on the environment and the number of system accesses to
measure students’ intentions to practice, consult learning materials, and interact with the game
elements. Usually, these studies present a cumulative view of the indicators, without temporal
analysis sessions after sessions. Recently, some longitudinal studies have examined this temporal
aspect, such as Barata et al. [
3
] who used performance and participation measures to identify
clusters of students and analyse their evolution over three years. Tacskin et al. [66] examined the
role of gamication on the behavioural engagement of students, using the number of logins, time
spent in the environment and content review rate over ten weeks, and observed the distribution of
the indicators over time.
Finally, some studies started to investigate correlation between these indicators, dening be-
havioural patterns or engagement models. For instance, Codish et al. [
9
] dened gamication
behavioural patterns as sequences of actions performed by a user that can be extracted from the
data logs. Another interesting method is presented in Fincham et al. [
24
], where the authors use a
factor analysis to establish an engagement model based on various simple indicators. The indicators
are inspired by the review performed by Joksimović et al. [
35
] and are derived from data logs,
referring to behavioural or academic engagement (e.g. days active, question accuracy). From all
these metrics, the authors built a nal engagement model based on three factors of engagement.
More recently, Lavoué et al. [
39
] studied the data logs of a gamied learning environment to identify
and analyse a model of engagement using the same approach. They identied two types of engaged
Proc. ACM Hum.-Comput. Interact., Vol. 7, No. CHI PLAY, Article 384. Publication date: November 2023.
384:6 Serna et al.
behaviours (achievement-oriented and perfection-oriented) and showed that the learner prole
inuences these observed behaviours.
To sum up, to investigate behavioural engagement over time, in this study we follow approaches
based on the analysis of learners’ interactions with the learning environment. According to recent
approaches based on factor analysis, we believe that indicator-based exploratory methods oer a
promising approach for a comprehensive evaluation of learners’ engagement.
3 RESEARCH QUESTIONS
In this paper, we aim to enrich our knowledge of the impact of tailored gamication on learner
experience and behaviour in education, as suggested in the research agenda of dierent literature
reviews on tailored gamication [
36
], specically for the educational eld [
29
,
57
]. We propose to
investigate how tailoring game elements to learners aects their engagement during the use of a
gamied learning environment, relying on the analysis of learners’ interactions and exploratory
approaches based on factor analysis to identify behavioural patterns. Based on the literature, we
hypothesise that tailoring game elements to both learners’ player prole (relying on Hexad typology
[
43
], widely used in the gamication literature) and to initial motivation for the learning task,
can lead to an increase in engagement as compared to non-tailored game elements. Furthermore,
considering the dynamic nature of engagement, we propose to investigate how learner engagement
evolves over time, and we hypothesise that tailoring game elements will inuence this evolution.
Thus, we address the following research questions:
RQ1:
Are there some behavioural patterns emerging from learners’ interactions with the
gamied learning environment? We explore the use of data logs to build a latent variable
model structure based on an exploratory factor analysis.
RQ2:
How does the adaptation of game elements aect learners’ behaviours? We compare
the average scores of each pattern identied in answer to RQ1 between two conditions: an
experimental group of learners provided with tailored game elements and a control group
with randomly assigned ones.
RQ3:
How do learners’ behaviours evolve over time depending on the adaptation of game
elements? We explore the dierences between the scores of behavioural patterns identied in
answer to RQ1 at each lesson between the two conditions, as well as the dierences between
lessons for each pattern.
4 GAMIFIED LEARNING ENVIRONMENT
Learners used the gamied learning platform, LudiMoodle a modied version of the Moodle
Learning Management System (see Figure 2). This platform was developed within the scope of the
LudiMoodle project, which brings together researchers in computer science and in educational
sciences, pedagogical designers, four middle schools, a Moodle development company.
4.1 Learning Content
All of the learning content was created by the participating teachers so that it would be as close as
possible to their teaching practices. The teachers designed six lessons, composed of several quizzes (4
to 10) that covered the topic of secondary school level basic algebra (in particular literal arithmetic).
The quizzes were designed as training exercises since teachers had observed that learners generally
found these exercises to be boring or too repetitive, and they wanted to make these exercises more
engaging for learners. Within a lesson, to successfully complete a quiz and progress to the next
one, learners had to answer at least 70% of all questions correctly. Otherwise they had to start the
quiz again.
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Eects of Tailored Gamification on Learners’ Engagement over Time 384:7
Fig. 2. A screenshot of the LudiMoodle learning platform showing the Timer game element and a question in
a quiz.
4.2 Game Elements
To gamify the learning platform, we used an iterative design process with participatory design
sessions with the dierent stakeholders of the project (teachers, game designers, educational
engineers, the company in charge of development), using the design method and design space
presented in [27].
First, following the same process as in [
68
], we ensured that we selected game elements that
would appeal to dierent learners by covering the main game elements identied in the literature.
The most frequently used game elements in studies in education are points, badges and leader-
boards [
65
,
72
], followed by avatars and progress bars or levels [
3
,
72
]. In tailored gamication, the
most commonly used game elements, all elds considered, are, in order: customisation (i.e. avatar),
badge, challenge, level, competition, leaderboard and points [
36
]. We compared these common
elements with the classication proposed in the design space of [
27
] to select game elements that
would cover the dierent game dynamics. We selected points and badges (for the Reward dynamic),
progress bar and ranking (corresponding to a mix between leaderboards and competition) (for
the Progress dynamic), and avatar (for the Self representation and customization dynamic). In
addition, teachers selected timer (for the Time pressure dynamic) for its suitability for the quiz
format, although this element has been rarely studied in the literature [
8
,
44
]. We veried that
each Hexad user type had several suited game elements, in line with both the recommendations of
the Hexad framework and the positive inuences observed in related studies. Finally, we ensured
that the dierent game elements covered the dierent psychological needs as dened in the Self
Determination Theory (SDT) [
12
,
13
]. This well-established psychological theory is the one most
frequently used in gamication research, as underlined by dierent literature reviews [
63
,
72
]. It
distinguishes several types of motivation (intrinsic or extrinsic) and argues that human beings are
intrinsically motivated to engage in activities that satisfy three innate, universal psychological
needs, which are competence (sense of ecacy), autonomy (volition and personal agency), and
relatedness (social interaction). Most design approaches rely on this theory to implement game
elements that intend to satisfy these needs [17].
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384:8 Serna et al.
The learners themselves were not directly involved in the design of the gamied platform.
However, similar learners (same age and class level), who had interacted with previous prototypes
of the platform, participated in focus groups to rene the design and functionalities of the game
elements.
4.2.1 Points: Each correct answer given by the learners awarded them points (generally 100 points
depending on the diculty of the question). These points were displayed using a sack or chest
of gold coins (the points corresponding to a quiz were shown using a sack, and those to a lesson
using a larger chest). Learners were also shown the maximum number of points they could score
for each lesson and quiz. Points generally matched the need for competence regarding the SDT
[
60
,
72
]. As this game element gives learners a clear representation of how well they are doing in
the course and rewards them for performing better, it is generally given to Players [36,43].
4.2.2 Badges: For each lesson, learners could earn two categories of badges, one based on how
many questions they correctly answered in a row, and one based on how much of the lesson they
completed. Each of these badges came in a bronze-silver-gold version based on how well learners
achieved these goals. In general, these badges were awarded if the learners completed respectively
70-85-100% of the quizzes in a lesson. There was also a set of "medals" for each quiz in the lesson,
so that learners could easily identify which quizzes they needed to try again if they wanted to
earn gold in each lesson. Badges match the need for competence regarding the SDT [
60
,
72
] and
are generally shown to be motivating for all types of users [
28
] and explicitly for Players [
36
] and
Achievers [43].
4.2.3 Avatar: The avatar game element showed a goblin-like character that learners could person-
alise with various clothes and equipment. As the learners progressed in a lesson, they could unlock a
dierent set of objects to use (e.g. medieval, fairy tale, pirates). The avatar could be personalised via
an inventory menu displayed near the top of the game element. In general, when learners achieved
the required 70% in each quiz in a lesson, they could unlock 1 or 2 objects. Avatar matches the need
for autonomy regarding the SDT [
60
,
72
]. This kind of game element is generally recommended for
Free Spirits, as it provides them with a personalised representation of themselves [
36
,
43
], and for
Disruptors [36].
4.2.4 Progress Bar: Learners were shown their progress in the quizzes by way of a rocket ship that
travelled from earth to various planets. Each correct answer would charge a "boost" meter that,
when lled, would propel the rocket further. When learners achieved a full 100% of correct answers
for a lesson, they would reach the planet. This game element matches the need of competence
regarding the SDT [
72
] and should be particularly interesting for Achievers as they have a clear
goal. According to the Hexad framework, progress can support all user types [
43
]. It is explicitly
attributed to Players in several studies [36] and can appeal to Disruptors [28].
4.2.5 Ranking: This game element is a combination between leaderboards and competition as
dened in [
36
]. Learners were shown their position in a ctional "race" against other learners.
This position was decided based on their answers (i.e. the more questions they answered correctly,
the higher they were ranked in the race). Our initial idea was to show learners their ranking
as compared to their classmates. However, teachers explained that they did not want a direct
comparison with learners in the same class. We therefore made the compromise to compare the
learners to a ctional class and told them that they were comparing themselves to previous years’
attempts (thus still providing a sense of competition). This ctional class was set up so as a few
learners scored 100% on all quizzes and all learners were at least in the top half of the ranking. As
this game element allows learners to compare themselves to others (even if ctional), it should
Proc. ACM Hum.-Comput. Interact., Vol. 7, No. CHI PLAY, Article 384. Publication date: November 2023.
Eects of Tailored Gamification on Learners’ Engagement over Time 384:9
be motivating for Socialisers [
36
] (related to the relatedness need identied in the SDT [
72
]) and
Players [
36
,
43
]. Other studies report positive inuences of ranking on the Disruptor player type
[28,36].
4.2.6 Timer: This game element showed a timer for each quiz. Each of the questions was timed
and recorded. Learners were shown the average time taken to answer previous questions and, each
time they beat this "reference time", a small maths related character ran faster and faster. Learners
were thus encouraged to make their character as fast as possible by answering questions quickly.
They were only rewarded for correct answers, as an incorrect answer would not aect the reference
time or the animated character. With this functioning, learners are challenged to beat themselves
in a race (matching the competence need related to the SDT). According to the Hexad framework,
mechanics related to time pressure can support all user types [43].
5 STUDY DESIGN
5.1 Procedure
Before using the learning environment, we rst asked learners to ll out two questionnaires to
establish their Hexad player prole and their initial motivation for doing maths exercises (see
section 5.3). Learners were then sorted into one of two experimental conditions. In the control
group, learners were randomly assigned a game element. In the experimental group, learners were
assigned a game element tailored to their prole. This assignment was based on an algorithm
that determines the most relevant game element for each learner based both on their player type
and motivation (see Section 5.4, the adaptation algorithm was previously tested in [
26
]). Only
one condition was assigned to each class so that the users were homogeneous within the same
class. Once a game element was assigned to learners, they used it for the entire duration of the
experiment.
Then, learners followed the lessons either once or twice a week for four to six weeks. They
accessed the quizzes individually using a tablet device. Each lesson was carried out in the same
way: teachers gave a short introduction to the lesson’s topic (10-15 minutes depending on the
complexity). Learners then logged into the gamied learning platform to solve quizzes related to
this lesson (25-30 minutes).
5.2 Participants
A total of 236 learners split over nine classes in ve dierent secondary schools participated in
our experiment. We ltered participants to only keep those who were present in at least four of
the six lessons, leaving us with a total of 145 learners (72 self-reported as female, 73 as male, aged
between 13-15 years). Regarding experimental conditions, 93 learners used a tailored game element
(including those who were randomly assigned a tailored one), while 52 used a non-tailored game
element.
5.3 Profile estionnaires
Learners lled out both the Hexad [
67
]
1
and AMS [
69
] questionnaires to determine their prole
(player and initial motivation for mathematics). The motivation scale proposed by Vallerand et
al. [
69
] is inspired by the Self-Determination Theory (SDT) [
14
] and is especially designed for
Education. It evaluates seven types of motivation: three for intrinsic motivation (IM), three for
extrinsic motivation (EM) and one for amotivation. Each of these types identies the reasons why
1
we used the French version proposed here https://hcigames.com/wp-content/uploads/2019/11/Hexad-Survey-and-
Instructions_FR.pdf
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384:10 Serna et al.
someone would perform an educational activity, in our case learning maths. We provide the details
of the questionnaires in the supplementary materials.
5.4 Adaptation Algorithm
The platform we developed allowed us to assign a dierent game element to each learner during the
initialisation step. Using the questionnaires lled out by learners during the pre-test, we were able
to create a learner prole and therefore to propose the game element best suited to this prole. To
determine which game elements to assign to learners, we used the adaptation algorithm proposed
in [
26
], which considers both the game element that would be recommended for the player prole
and the game element relevant to the initial motivation of learners. It takes into account the values
of all dimensions of each prole and therefore learners’ ne-grained preferences for game elements.
This new approach is supported by the recent literature review on tailored gamication [
36
], which
recommends that adaptation should not be based solely on one aspect of the users’ characteristics.
This method showed better results than adapting to either the Hexad prole or the initial motivation
for mathematics separately on a simulated environment [
26
]. To establish relationships between the
game elements and the dimensions of each prole, we used the data from 258 participants using the
LudiMoodle platform during a study that we conducted in the same context (same learning content
and game elements, same age learners). We chose to rely on eld data rather than considering only
pre-existing recommendations from the literature, because previous work insists on the fact that
the context plays a major role in the impact of game elements on user motivation [28].
Figure 3presents an overview and example of how this adaptation works (the algorithm is
detailed in the supplementary materials). We used the results of previous statistical analyses (partial
least square path modelling) that linked game elements with the dierent prole dimensions.
These results were used to create an "inuence matrix" for each of the proles (Hexad and initial
motivation). These matrices make it possible to code the positive or negative inuences of each
prole dimension according to each game element. We then multiplied the individual learner
proles with these inuence matrices, which gave us two "anity" vectors for each learner (one
based on each prole). These anity vectors showed how well suited each game element should
be for a given learner. Finally, we used an algorithm that rst checks for positive anity overlaps
between the two anity vectors. If any game elements have positive anities in both vectors, they
combine the ranks of these game elements, selecting the lowest ranked game element. If there is
no game element in this overlap, it then combines the rankings of the anity vectors for all game
elements (again selecting the lowest ranked). If at any point there is a tie for lowest ranked, it adds
the anities from both vectors and selects the game element with the highest anity.
For example, a learner with the Hexad prole (Pl:0; Ac:-8; So:2; FS:0; Di:6; Ph:7), would have
the following anity vector (’Avatar’: .385, ’Badges’: .0364, ’Progress’: -.241, ’Leaderboards’: -.920,
’Points’: -.577, ’Timer’: .225) and would therefore be recommended the Avatar game element.
A learner with the following initial motivation for mathematics (Mico:9; Miac:11; Mist:10; Ex-
tReg:12; IdReg:7; IntReg:8; Amot:8) would have this anity vector: (’Avatar’:-6.188; ’Badges’:-42.22;
’Progress’:2.871; ’Leaderboards’:-0.899; ’Points’:-50.899; ’Timer’:-23.807). As there is no positive
overlap in these vectors, we combine the rankings for all game elements resulting in (’Avatar’:4;
’Progress’:5; ’Timer’:6; ’Leaderboards’:8; ’Badges’:8, ’Points’:11) and would therefore recommend
the Avatar game element (see Figure 3).
5.5 Engagement Indicators
Learners’ interactions with the learning environment were tracked using the Moodle data logging
system. We followed the same process as previous works dening indicators extracted from data
logs [
9
,
39
,
56
]. We dened indicators of how learners were interacting with the gamied system.
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Eects of Tailored Gamification on Learners’ Engagement over Time 384:11
Fig. 3. Learner adaptation process. Both the learners’ Hexad and initial motivation profiles are used to adapt.
We use the compromise algorithm described in [
26
], fully described in the supplementary materials. In this
example, we show how Student 01’s profiles are used to recommend the Avatar game element: both the
Hexad and Motivation influence matrices are obtained by adding the individual partial least squares result
matrices for each game element. There is no positive overlap in the ainity vectors, so we combine the
rankings for each game element.
These indicators represent behavioural outcomes related to quiz completion, feedback on answers
and interaction with the game element. These types of indicators are generally used to measure
accuracy, time on task, number of exercises completed [
24
,
39
,
56
,
66
]. For some of the indicators, we
decided to use ratios (obtained by dividing the count by the number of quizzes/questions attempted)
instead of direct counts, since learners did not attempt the same number of quizzes. All these
indicators are calculated either for all lessons (for answering RQ1 and RQ2) or for a given lesson
(for RQ3):
AvgQuestionTime: average time taken to answer a question (for all question attempts),
calculated for the rst attempt at each question (as questions did not change on successive
attempts).
NQuiz: total number of quizzes attempted for all lessons.
NPassedQuiz: number of quizzes successfully completed (i.e. where a learner scored more
than 70% on the quiz). Each quiz was counted only once when it was rst successfully
completed.
NLoop: number of quizzes restarted after successfully completing them. Learners could gain
more points, badges, etc. if they scored higher than the minimum required, and were therefore
incentivised to restart a quiz that they completed only at 70%.
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384:12 Serna et al.
QuestionRatio: correct question ratio (i.e. number of correct answers divided by the total
number of questions in a quiz), averaged over the total number of quizzes attempted. It was
calculated for the rst attempt at each quiz.
StreakRatio: average number of quizzes attempted in a session without restarting a success-
fully completed quiz, divided by the number of quizzes attempted in the session. For example,
if Learner L1 completed Q1, Q2 and Q3, then restarted Q3 to get a higher score, and nally
completed Q4 and Q5, they would have a "StreakRatio" of 3/5=0.6.
LessonRatio: number of quizzes completed during a lesson divided by the total number of
quizzes attempted during a lesson. For example, a learner who completed 5 dierent quizzes
during a lesson and attempted 7 total quizzes, would have a LessonRatio of 71.42%.
RestartedQuizzesRatio: ratio of successfully completed quizzes that were restarted. For ex-
ample, if Learner L1 completed the following quizzes: Q1:70%, Q2:85%, Q3:50%, and then
restarted Q1 2 times, Q2 3 times, and Q3 1 time, they would have a "RestartedQuizzesRatio":
2/2=1(2 restarted quizzes out of 2 completed quizzes).
FeedbackTime: time learners spent on the feedback page that was showed after submitting
a quiz. On this page learners could see which questions they got wrong and prepare for
restarting the quiz.
GameElementInfo: number of times a learner clicked on the game element information popup.
It was automatically shown at the start of a new lesson, and learners could reopen it at any
time by clicking on an information button.
5.6 Analysis Procedure
To answer RQ1, the engagement model was obtained using the data from all the 145 participants
who were ltered using the process dened in section 5.2, following a workow inspired by [39]:
(1) We split our data into two same sized random samples (training and test datasets).
(2)
We conducted a parallel analysis scree plot on the rst half of the dataset (training set). This
gives an indication of how many factors we should look for in the following steps. In brief,
a parallel analysis involves the generation of a random dataset of the same dimensions as
the data being analysed. Factor analysis is then performed on the random data to extract
eigenvalues. To avoid bias, this process is repeated 20 times, and an average is taken for each
eigenvalue. These random eigenvalues are then compared with the eigenvalues of the real
data, and factors in the real data are only retained if their eigenvalues are greater than the
eigenvalues from the random data [33].
(3)
We ran an exploratory factor analysis (EFA) [
23
] using the recommended number of factors
from step 1 on the training set. We conducted this process in an iterative manner, whereby
variables that did not load or exhibited factor loadings greater than 1 were removed (as in
[
10
]). We also dened a cut-o of 0.5 so that our factors were clearly and strongly dened [
4
].
(4)
Finally, we assessed the t of this model using a conrmatory factor analysis (CFA) on the
second half of the dataset (test set).
These analyses were run using the Lavaan package in R. For the inital EFA, we used oblimin
rotation to allow for correlations between factors, and given the relative normality of our data,
standardised coecients were estimated using maximum likelihood [
10
]. This permitted the com-
putation of a wide range of goodness of t indexes and allowed testing for the signicance of factor
loadings and correlations, as well as the computation of condence intervals [
22
]. For the nal CFA
we used the DWLS (diagonally weighted least squares) estimator.
To answer RQ2 and RQ3, we then used a Wilcoxon rank sum test, since the data were not
normally distributed and we calculated the eect sizes. We compared the scores obtained for each
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Eects of Tailored Gamification on Learners’ Engagement over Time 384:13
Fig. 4. Parallel analysis scree plots of exploratory factor analyses, where the blue line shows the scree plot
of the first half of our dataset, and the red line shows the scree plot of random data of the same size. The
”elbow” of the graph is highlighted in green.
factor dened in answer to RQ1 between the tailored and non tailored conditions for all lessons
(RQ2) and for each lesson (RQ3). We then used a pairwise Wilcoxon signed rank test to compare
the evolution of learners’ engaged behaviours lesson after lesson in each condition. For this nal
comparison, we restricted our sample to the learners who were present in all of the lessons (99
learners in total) to be able to compare lessons in pairs.
6 RESULTS
6.1 RQ1: Behavioural Paerns
First, a parallel analysis using the training set suggested a three-factor structure. Figure 4shows the
scree plots that resulted from this analysis. The ”elbow” of the graph where the eigenvalues seem
to level o, and factors or components to the left of this point should be retained as signicant.
We then ran an EFA on the same training set using the suggested three-factor model. We chose a
cuto value of 0.5 for factor loadings so as to be sure to retain only the most inuential indicators.
The EFA provided us with a three-factor model that uses 9 dierent indicators out of the 10 dened
in Section 5.5 (TLI: 0.82, RMSEA: 0.148 (90% CI: 0.105 0.195), SRMR: 0.06). The standardised loadings
for this model are presented in Table 1. We then performed a CFA using this model on the other
half of the original data (test set). This also resulted in a fairly good t to the dataset (
𝜒2
(23, N = 73)
= 53.137, p-value = 0.000, CFI = 0.903, TLI = 0.848, RMSEA = 0.135 (90% CI: 0.087-0.183), SRMR =
0.135). The estimated standardised solution (standardised loadings) and p-values (for testing the
null hypothesis that the loading equals zero) may be found in Table 2.
In answer to RQ1, these results show that we can identify behavioural patterns from learners’
interactions with the gamied learning environment. We identify three patterns that we believe
correspond to three kinds of engaged behaviours 2:
F1: composed positively of NQuiz,GameElementInfo,NPassedQuiz and negatively of AvgQues-
tionTime.
This behavioural pattern represents how fast learners answered questions (negative loading
of average question time) and therefore how many quizzes they attempted on the platform
2
The factors are colour-coded throughout the paper and gures to improve readability: these colours have no other meaning
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384:14 Serna et al.
Table 1. EFA Standardised Loadings
Indicator Factor1 Factor2 Factor3
AvgQuestionTime -0.681
NQuiz 0.961
NPassedQuiz 0.630 0.643
NLoop 0.923
QuestionRatio 0.953
StreakRatio -0.520
LessonRatio 0.743
GameElementInfo 0.507
RestartedQuizzesRatio 0.864
FeedbackTime
Table 2. CFA Standardised Loadings
Load. Std err z p
F1
Nquiz 0.123 0.014 8.669 0.000
GameElementInfo 0.05 0.018 2.867 0.004
AvgQuestionTime -0.017 0.002 -8.658 0.000
NPassedQuiz 0.043 0.008 5.155 0.000
F2
Nloop 0.45 0.057 7.933 0.000
StreakRatio -0.124 0.017 -7.445 0.000
RestartedQuizzesRatio 0.092 0.014 6.408 0.000
F3
QuestionRatio 0.043 0.011 3.804 0.000
NPassedQuiz 0.044 0.014 3.116 0.002
LessonRatio 0.181 0.047 3.805 0.000
(positive loading of NQuiz). This naturally led to a higher number of completed quizzes
(positive loading of NPassedQuiz) - as learners were told when they provided an incorrect
answer. Finally, in this type of behaviour, learners checked their game element information
often.
F2: composed positively of NLoop,RestartedQuizzesRatio and negatively of StreakRatio.
This behavioural pattern represents the amount of repeated quizzes learners performed
(positive loading for RestartedQuizzesRatio), generally directly after attempts on the same
quiz (positive loading for NLoop and negative loading for StreakRatio).
F3: composed positively of QuestionRatio,NPassedQuiz and LessonRatio.
This behavioural pattern corresponds to high scores at each question (positive loading for
QuestionRatio), obtaining a high quiz accuracy during a lesson (positive loading for Lesson-
Ratio), and therefore a high number of completed quizzes (positive loading for NPassedQuiz).
As we only used the rst question attempt to calculate the QuestionRatio, learners who
behaved in this way got more questions right directly.
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Eects of Tailored Gamification on Learners’ Engagement over Time 384:15
6.2
RQ2: Comparison of Behaviours between Learners with Tailored and Non-Tailored
Game Elements
To answer our second research question, we compare the behavioural patterns between experi-
mental conditions and lessons, to analyse how tailoring game elements to learners has aected
their engagement. In the next two subsections we provide the scores for each factor identied in
answer to RQ1, for each experimental condition. The scores are calculated using the value of each
engagement indicator composing the factor ponderated by the loadings identied by the EFA.
F1 score =
0
.
681
𝐴𝑣𝑔𝑄𝑢𝑒𝑠𝑡𝑖𝑜𝑛𝑇𝑖𝑚𝑒 +
0
.
961
𝑁𝑄𝑢𝑖𝑧 +
0
.
630
𝑁 𝑃𝑎𝑠 𝑠𝑒𝑑𝑄𝑢 𝑖𝑧 +
0
.
507
𝐺𝑎𝑚𝑒𝐸𝑙𝑒𝑚𝑒 𝑛𝑡𝐼𝑛𝑓 𝑜
F2 score = 0.923 𝑁𝑙𝑜𝑜 𝑝 0.520 𝑆𝑡 𝑟𝑒𝑎𝑘𝑅𝑎𝑡𝑖𝑜 +0.864 𝑅𝑒𝑠𝑡 𝑎𝑟𝑡𝑒𝑑𝑄𝑢𝑖𝑧𝑧𝑒𝑠𝑅𝑎𝑡𝑖𝑜
F3 score= 0.643 𝑁 𝑃𝑎𝑠 𝑠𝑒𝑑𝑄𝑢 𝑖𝑧 +0.953 𝑄𝑢𝑒𝑠𝑡𝑖𝑜𝑛𝑅𝑎𝑡𝑖𝑜 +0.743 𝐿𝑒𝑠𝑠𝑜𝑛𝑅𝑎𝑡𝑖𝑜
We clarify that we are not interested in these individual scores themselves as they are just the
linear combinations of the relevant indicators, but we use them to compare the two experimental
conditions.
We used a wilcoxon rank sum test to compare the scores for each factor between the tailored
and non-tailored conditions considering all lessons. We found no signicant dierences between
both conditions for F1 (p-value
>
0.05), but we did observe a signicant dierence for F2 (W =
798, p-value = 0.0310) and F3 (W = 1490, p-value = 0.0029). A further comparison of the means
of F2 for both groups showed that learners in the tailored condition scored higher than those in
the non-tailored condition (Tailored F2 = 0.066 (SD = 0.090), Non-tailored F2 = 0.030 (SD = 0.079)).
We also observe that learners in the non-tailored condition scored higher for F3 than those in the
tailored condition (Tailored F3 = 0.308 (SD = 0.0808), Non-tailored F3 = 0.360 (SD = 0.080)).
Therefore, with regard to RQ2, the results show a dierence in learners’ behaviours between
tailored and non-tailored conditions. Learners in the tailored condition scored higher than those in
the non-tailored condition for the pattern corresponding to F2, whereas learners in the non-tailored
condition scored higher than those in the tailored condition for the pattern corresponding to F3.
6.3 RQ3: Comparison of the Evolution of Learners’ Behaviours with Tailored and
Non-Tailored Game Elements over Lessons
Figure 5shows the evolution of the scores of each behavioural pattern identied in RQ1 over the
sessions in both the tailored and non-tailored conditions. In this gure, the Y-axis is split presenting
each pattern separately as there is no interest in comparing their values between each other, only
their evolution over the sessions and between the two conditions. Table 3shows the average values
for each pattern and condition in each lesson. We performed Wilcoxon rank sum tests between
the conditions on each pattern for each lesson. The results of these comparisons are presented
in Table 3(column "W" for the value of the corresponding Wilcoxon rank sum test and column
"d" for the eect sizes). From a general point of view, we can notice that learners’ engagement
decreases over time, for both conditions and for all behavioural patterns. Using a pairwise Wilcoxon
signed-rank test we tested the signicant dierences in the values between lessons (i.e. if the
observed variations in Figure 5were statistically signicant). The p-values and eect sizes of these
analyses are presented in Table 4(these tests were corrected using a Bonferroni correction).
Regarding F1 we observe signicant dierences between the two conditions in the second,
fourth, fth and sixth lessons, with more pronounced behaviours in the non-tailored condition
than in the tailored condition at the start of the experiment, and conversely in the second half.
Regarding the evolution of these behaviours, F1 is the pattern that has the largest decrease, with
signicant dierences between almost every lesson for both conditions. This means that over time,
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384:16 Serna et al.
learners attempted and completed less quizzes as they progressed, spent more time on questions,
and checked their game element info less.
Regarding F2, we cannot see any signicant dierences between conditions except for the
nal lesson, with more pronounced behaviours in the tailored condition than in the non-tailored
condition. This means that learners, who used an tailored game element, restarted quizzes more
and had shorter streaks than those who used a non-tailored one at the end of the experiment. Over
time, both non-tailored and tailored conditions were fairly stable throughout the experiment (no
signicant dierences between lessons). We can only observe a dierence between the rst and the
last lessons (lessons 1 and 6).
Finally, F3 is the pattern that uctuates the most over time. There is a signicant dierence in
lesson 2, and then for lessons 5 and 6. This behaviour was more pronounced in the non-tailored
condition in lessons 2 and 6, in opposition to lesson 5.
Regarding the evolution in detail, in the tailored condition this behaviour was fairly stable at
the start of the experiment, only decreasing signicantly at the end. In the non-tailored condition,
however, this behaviour was a lot more erratic, with signicant changes between almost all lessons.
However, there is no signicant dierence between the rst and the last lessons (lessons 1 and
6), meaning that even if there were a lot of changes throughout the experiment, there were no
signicant changes overall for this condition.
With regard to RQ3, we show that (1) in general all types of learners’ behaviours decrease
overtime, (2) the analysis lesson per lesson allows better qualication of the dierences observed
in RQ2 and reveals more detailed information: lots of signicant dierences for behaviours corre-
sponding to F1 and F3 between lessons and no dierences for F2 except for the nal lesson, and
(3) behaviours corresponding to F1 and F2 decreased less in the tailored condition than in the
non-tailored condition, especially when looking at the nal lessons in the experiment.
7 DISCUSSION
7.1 Dierent Types of Engaged Behaviours
The analysis presented in Section 6.1 reveals three dierent behavioural patterns computed from
students’ interactions with the learning environment, corresponding to dierent kinds of engaged
behaviours. We showed that these behaviours dier depending on whether learners have tailored
or non-tailored game elements. As previously stated (in Section 6.2), we are not interested in the
individual scores themselves for each engaged behaviour, but we use them to analyse their evolution
along the lessons and the dierences between experimental conditions.
7.1.1 F1: Trial and Error Paern.In this behavioural pattern, learners were behaving following a
trial and error method, favouring discovering the learning content, answering questions quickly,
trying out lots of quizzes, and reading more about how their game element works. It is important
to mention that, in education, trial and error can be a sign of learners who do not know what they
are doing or who are operating without a useful heuristic or theory of action. However, in game
spaces, players are encouraged to try and fail and retry to progress. In fact, freedom to fail has
been documented as an important facet of gamication [
64
]. With regard to the SDT [
59
], this
behaviour could refer to the basic motivational need of autonomy as it shows a certain curiosity
for the environment. Autonomy is an indicator of engagement often used in related work. In their
study, da Rocha Seixas et al. [
11
] underline that autonomy allows students to conduct activities
making their own choices and thus being intrinsically motivated. This echoes [
16
] when explaining
the links between SDT and video games: "the voluntariness of play provides a strong experience of
autonomy, which is intrinsically motivating".
Proc. ACM Hum.-Comput. Interact., Vol. 7, No. CHI PLAY, Article 384. Publication date: November 2023.
Eects of Tailored Gamification on Learners’ Engagement over Time 384:17
Fig. 5. Evolution graph for the engagement factors. Solid lines represent the learners in
the tailored condition, and dashed lines those in the non-tailored condition
Table 3. Average engagement scores for each lesson, for each factor and condition. The "W" column shows
the results of the Wilcoxon test comparing the tailored and non-tailored conditions and the "d" column shows
the eect size. Values in grey are not significant p>.05.
F1 F2 F3
Lesson Tailored Non-T. W d Tailored Non-T. W d Tailored Non-T. W d
1 -0.0137 -0.0248 863 0.169 0.1272 0.0963 1002 0.066 0.4563 0.3961 983.5 0.079
2 -0.0572 -0.0264 1426 0.251 0.0669 0.0718 1040 0.040 0.3605 0.5855 1847.5 0.079
3 -0.0770 -0.0690 1168 0.059 0.0773 0.0040 878 0.179 0.2993 0.3473 1260 0.128
4 -0.0644 -0.0983 752 0.251 0.0519 -0.0074 874.5 0.187 0.3185 0.3494 1278.5 0.141
5 -0.1630 -0.2261 696 0.293 0.0484 0.0408 1020 0.056 0.2599 0.1866 668.5 0.314
6 -0.3064 -0.4232 620 0.350 0.0176 -0.0199 861 0.214 0.1777 0.3069 1691 0.449
Table 4. p-values of the wilcoxon tests between average engagement values of lessons for each situation,
corrected with the Bonferroni correction and eect sizes in column "d". In grey p>.05, in black p<.05, highlighted
in grey p<0.01, highlighted in black p<.001
F1 F2 F3
ΔL. T. d Non-T. d T. d Non-T. d T. d Non-T. d
1-2 3.67E-07 0.418 1 0.023 0.517626 0.178 1 0.192 0.787899 0.259 3.46E-05 0.594
2-3 0.007659 0.229 8.44E-05 0.476 1 0.001 1 0.174 0.159175 0.228 1.74E-05 0.619
3-4 0.224082 0.124 0.017807 0197 1 0.063 1 0.071 1 0.045 1 0.049
4-5 3.67E-06 0.328 0.0003 0.520 1 0.064 0.873318 0.203 0.019689 0.203 1.05E-08 0.631
5-6 1.30E-06 0.374 4.40E-06 0.547 1 0.123 0.643233 0.283 0.000608 0.381 0.020728 0.444
1-6 2.52E-11 0.850 3.49E-09 0.860 9.12E-05 0.334 0.008331 0.502 3.69E-11 0.749 0.092813 0.399
Proc. ACM Hum.-Comput. Interact., Vol. 7, No. CHI PLAY, Article 384. Publication date: November 2023.
384:18 Serna et al.
7.1.2 F2: Improvement by Repetition Paern.Learners who behaved with this pattern were con-
cerned with improving their performances and "perfecting" quizzes. They would complete the
minimum required grade and restart said quizzes to try and obtain 100% over and over again until
they achieved perfection. This type of pattern seems recurrent in learning situations, since it is
similar to the "Perfection-oriented engagement" as identied in [
39
] and the repetition behavioural
pattern identied in [
9
]. We believe that this behaviour is linked to the basic need for competence
in the SDT theory [
59
] and that it is inuenced by the motivational aordances related to the
artefact, more specically by how game elements were designed. Indeed, learners were free to
restart any of the quizzes even if they had achieved the minimum required grade of 70%, and could
gain extra rewards (points, badges, objects for their avatar, etc.) if they scored higher. This is in line
with ndings from other similar studies, where badges, ranking and scores may have increased the
feeling of learners’ competence [60,71] or pushed them to increase their performance [38].
7.1.3 F3: Perfection Paern.In this pattern, learners aimed to complete quizzes with the best
possible performance on the rst try. This behaviour is similar to the "Achievement-oriented
engagement" as proposed in [
39
], as it contains similar indicators with similar rates and could be
related to the need for competence in the SDT [
59
]. Several studies report correlations between
users’ activity (assimilated to their engagement) and their performance [
15
,
62
], showing that
students with gamied quizzes had signicantly better scores on the rst attempt.
7.2 Evolution of Learners’ Behaviours
Overall, learners’ engagement gradually decreased over time, with some nuances depending on
each engaged behaviour type. The decrease in Trial and error pattern was more or less constant
throughout the experiment. The improvement by repetition pattern was somewhat stable throughout
the experiment (if we look on a lesson by lesson basis). However, when looking at the dierence
between the rst and the last lesson, we observe a signicant decrease. Finally, for the perfection
pattern, learners in the tailored condition saw a more stable decrease, while those in the non-
tailored condition were more erratic, with decreases and increases throughout the experiment.
Several longitudinal studies also reported a decrease in engagement or performances in the long
run [
31
,
56
]. According to O’Brien and Toms [
47
], the process of engagement may consist of various
stages (including points of engagement, disengagement or reengagement). In this study, the general
decrease in engagement could be attributed to two main reasons: (1) the increasing complexity of
the learning content, and (2) the lack of novelty or the weariness eect.
The learning content was designed so that each new lesson would introduce a new learning
concept and make learners apply it in the quizzes. This was a decision made by the participating
teachers and naturally meant that the last lessons are harder than the rst ones. This could lead
learners to have an increasingly harder time with the questions, potentially causing a loss of
engagement. In their study on engagement, O’Brien and Toms identify the task diculty as a
potential factor of disengagement [
47
]. Landers et al. [
38
] showed that their gamication had
a positive impact on learners until task diculty became too great. This seems to suggest that
gamication, even when tailored, cannot overcome the eects caused by the underlying learning
content.
Regarding the second point, several studies discuss how a novelty eect could lead to positive
eects of gamication that would not necessarily continue over time [
30
,
37
,
63
]. It is possible
that, in this study, learners were engaged at rst due to the introduction of a new tool in the
classroom, and that their engagement progressively decreased over time. Several longitudinal
studies corroborate that gamication suers from the novelty eect [
56
,
62
]. It is also possible that
the students felt a certain weariness towards the platform content. Indeed, there was no variety in
Proc. ACM Hum.-Comput. Interact., Vol. 7, No. CHI PLAY, Article 384. Publication date: November 2023.
Eects of Tailored Gamification on Learners’ Engagement over Time 384:19
the format of the quizzes, and all the lessons were on the same part of the mathematics programme
(introduction to basic algebra). This is in line with the study by O’Brien and Toms, who identied
the lack of novelty as a potential factor of disengagement [47].
7.3 Eect of Tailoring Game Elements on Learners’ Behaviours
An interesting nding in our results is the fact that tailoring game elements to learners’ prole
seems to have mitigated their loss of engagement. Dierences between both conditions can be
observed at a global level for two behavioural patterns: Improvement by repetition and Perfection.
A detailed analysis, lesson by lesson, shows that these dierences occur mainly for the latest lessons.
It also highlights signicant dierences for Trial and error in the second half of the experiment.
These results point to the need to observe engagement during its evolution and not only at the
end of the experiment like most of the studies do. This also shows that tailoring gamication can
make a dierence in the long-term and argues for long-term studies when analysing the impact of
tailored gamication on learners’ engagement. This is in line with Altmeyer et al. [
2
], who showed
more signicant dierences at the end of their study than at the beginning between adapted and
non-adapted conditions. Oliveira et al. [
49
] also argue for more empirical and longitudinal studies.
Looking at each engaged behaviour in detail, the Trial and error pattern decreases less for
learners with an tailored game element than for those who had non-tailored ones at the end of
the experiment. This means that over time, learners who followed this behaviour with randomly
assigned game elements were signicantly less curious and experimental in their approach than
those who had game elements tailored to their prole. They were probably more sensitive to the
underlying mechanics of their game element, making them interact with various quizzes and their
game element more than the others.
Regarding the improvement by repetition pattern, learners in the tailored condition were gener-
ally more stubborn in their approach than learners in the non-tailored condition (only signicantly
for the last lesson). Tailoring the game elements to their preferences for game mechanics and initial
motivations for mathematics made them be more focused on each quiz and determined to achieve
at 100%. This is in line with previous studies in education, such as the one conducted by Roosta et
al. [
58
], who observed signicant dierences for engagement and quiz results between adapted and
randomised conditions.
Finally, for the Perfection pattern, the results are not as conclusive. On the one hand, learners
who followed this pattern with a tailored game element were progressively less engaged. We can
suppose that tailoring to learners did not help improve perfection, but rather made it more stable
(i.e. removed the erratic nature that we observe for learners in the non-tailored condition). On
average, learners in the non-tailored condition showed higher engagement scores than learners in
the tailored condition. This nding echoes the study conducted by Oliveira et al. [48], who found
that concentration was improved in the counter-tailored condition for some player types. This is
possibly due to the game elements being too distracting for some learners. We believe that the lack
of variety in the learning content contributed to the decrease in engagement for this behavioural
pattern, meaning that gamication (whether tailored or not) might have had less of an eect than
for the other two patterns.
8 IMPLICATIONS FOR THE DESIGN OF ADAPTIVE GAMIFIED LEARNING
ENVIRONMENTS
As stated previously, this paper aims at enriching our knowledge in the emerging eld of adaptive
gamication by investigating how tailoring game elements to learners aects their behaviours
during the use of a gamied learning environment. Dynamic modelling has been identied as an
important challenge for future research in adaptive gamication [36].
Proc. ACM Hum.-Comput. Interact., Vol. 7, No. CHI PLAY, Article 384. Publication date: November 2023.
384:20 Serna et al.
Even if our behavioural patterns are highly dependent on the engagement indicators chosen
and thus on the learning environment studied, we believe that considering the dynamic nature of
engagement thanks to interaction patterns is a step towards dynamic modelling issues that can
be applied in other contexts. In particular, we showed that the analysis of learners’ interactions,
combined with an exploratory approach based on factor analysis, allows identication of objective
models of engagement. Since our engagement indicators were inspired by indicators most commonly
used to measure accuracy (time on task and number of exercises), they can be easily adapted
according to the specicity of the learning environment and possible interactions. From these
indicators, a factor analysis can be performed to obtain behavioural patterns.
Even if it cannot prevent a general decrease in learners’ engagement after several learning
sessions, we showed some positive eects of adaptive gamication. However, we also highlighted
its complexity and pointed out that adaptive gamication should be designed with care in learning
environments.
First, when designing the gamied environment, meaningful game elements should make sense
to learners in the context of their learning activity and thus increase their feeling of competence
and autonomy [
39
]. Designers should oer a wide variety of content and activities to avoid a
weariness eect. Regarding the adaptation process, in this study, while we were only interested in
the adaptation of the game elements, we could suppose that the adaptation of the content itself
could prevent a decrease in learners’ engagement, especially for learners who adopt a perfection
oriented behaviour. It would be especially interesting to provide them with an adapted level of
complexity so that they feel competent but also challenged (referring to the SDT) and stay involved
in the task.
Second, we showed that learners’ behaviours were more or less pronounced in the learning
environment whether the gamication approach is tailored or not. It is important to note that
we identied three behavioural patterns, but learners may exhibit one, multiple, or none of them.
These engaged behaviours are rather complex and evolve over time. This has implications for the
adaptation process of the game elements. While almost all approaches are based on a static model of
learners to adapt the game elements to their prole before they use the environment, we believe that
it would be important to also take into account how they behave while using the environment. This
would lead to a richer learner model, based on both personal characteristics (player type, personality
traits) and situational characteristics (e.g. motivation for the learning task, engagement for the
task). As learners’ engagement uctuates over time, their prole could be updated according to the
evolution of their behaviour (type and level) throughout the learning sessions, allowing a dynamic
adaptation of both game elements and learning content. However, such an adaptive approach raises
important well-known issues related to intelligibility and controllability of adaptation [
1
]. For
instance, while the adaptation could be made automatically by the system based on the learners’
prole, this may disrupt their activity if they do not understand this change. In a more exible way,
the system could suggest a game element to the learners and let them decide if they agree with
this change. Further studies should be conducted to test and rene these approaches to dynamic
adaptation of gamication.
9 LIMITATIONS
We identied a few limitations of our study. First, our experiment was conducted at a secondary
school level, involving learners of the same age carrying out specic learning activities (quizzes),
and was solely focused on mathematics. It is now well-known that the motivational impact of
certain game elements varies according to the user activity or the domain of gamied systems
[
28
]. Thus, other studies would be necessary to validate our model of engagement, i.e. the engaged
behaviours identied in this context. However, the approach we propose for dening the dierent
Proc. ACM Hum.-Comput. Interact., Vol. 7, No. CHI PLAY, Article 384. Publication date: November 2023.
Eects of Tailored Gamification on Learners’ Engagement over Time 384:21
factors of engagement is context-independent. We believe that the method can be generalised to
other contexts and systems. Furthermore, a previous study in the same context, but with dierent
learners and game elements [
39
], did show similar patterns, leading us to believe that this model
is robust. Second, in our study we decided to exclude all grades and questionnaires on learners’
knowledge to prevent this from inuencing their motivation. We believe that this makes our
ndings easier to use by researchers or pedagogical engineers in their practices. Further studies
would be necessary to investigate the relationships between engaged behaviours induced by the use
of the gamied learning environment and learning outcomes. Third, we specically made the choice
not to include an ungamied control situation. This is because we were interested in evaluating
how eective the adaptation was on engaging learners and not the gamication itself, since the
question of how eective gamication can be is something that has been widely investigated in the
related literature (see Section 2.1). Fourth, our study was conducted over 6 learning sessions. Whilst
we did start to see some dierences in learners’ engagement towards the end of the experiment,
we would expect to see these dierences become more marked over time. Finally, the engaged
behaviours observed may depend on the adaptation process and on the matching between game
elements proposed to learners and their preferences. We used previous eld data from a very similar
context to ensure the best match. However, we could suppose that learners’ engagement would
have been dierent depending on the adaptation algorithm. Future work should be conducted to
investigate if combining each prole dierently could lead to other recommendations and thus
maybe to dierent behavioural outcomes.
10 CONCLUSION
In this paper, we presented the results of a large-scale study on the impact of a gamied learning
environment on learners’ engaged behaviours and how tailoring to learners’ player prole and
initial motivation for mathematics inuences these behaviours.
Our main contributions are, with regard to RQ1, three dierent behavioural patterns that can
be observed through learners’ interactions: one related to the extent to which learners adopted
atrial and error approach, one related to improvement by repetition, and the last one related to
perfection. In answer to RQ2, we showed that, when looking at each engaged behaviour averaged
over the six lessons, we observe global dierences between the tailored and non-tailored condition
for the improvement by repetition and perfection patterns. In addition, regarding RQ3 and when
looking at a lesson by lesson basis, we can see more signicant dierences in learners’ engagement.
More importantly, these dierences only emerge during the nal lessons. It is important to note
that, in general, learners’ engagement decreased over time, but that tailoring the game elements to
learners seemed to reduce this loss or make it more stable depending on the behavioural pattern.
These results contribute to a better understanding of how tailoring gamication to learners can
aect their behaviours when using a gamied learning environment, enriching our knowledge on
a question still under-explored in the eld of gamication and, more particularly, in education,
that could have important implications for the design of such environments. We also highlight the
importance of running long-term studies on the eects of adaptive gamication, as the dierences
involved in our adaptation situations only really emerge during the nal lessons.
Future research should investigate if specic game elements inuenced these eects dierently
and how they can be replicated and extended to other situations. Another possible venue of future
research could be to investigate how the learner prole inuences these behaviours using clustering
approaches as suggested in [5].
Proc. ACM Hum.-Comput. Interact., Vol. 7, No. CHI PLAY, Article 384. Publication date: November 2023.
384:22 Serna et al.
ACKNOWLEDGMENTS
This work is part of the LudiMoodle and LudiMoodle+ (ANR-22-FRAN-0005) projects nanced by
the e-FRAN Programme d’investissement d’avenir and the Agence nationale de la recherche for
France 2030. We would also like to thank the teachers and learners who participated in this study.
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... Based on the overall search results, from 2015 to 2024, a total of 59 articles were published discussing personalized gamification research. [22], [26], [40], [67], [76], [77] 2021 9 [35], [42], [44], [45], [47], [50], [59], [61], [68] 2022 15 [20], [28], [31], [32], [33], [34], [36], [48], [51], [52], [58], [62], [66], [72], [73] 2023 15 [24], [23], [29], [41], [46], [53], [55], [56], [60], [64], [69], [70], [74], [75], [78] 2024 4 [43], [49], [54], [57] This variation in the number of publications can be attributed to the relatively small sample size of 59 articles. In the years before 2019, there were only a few studies highlighted the potential of gamification in the domain of personalized student learning. ...
... Technology Adoption Total Articles Reference AI 10 [29], [36], [37], [38], [44], [49], [58], [61], [65], [ [23], [40], [49], [57], [61], [68], [76], [78] Website 20 [21], [30], [37], [38], [39], [41], [42], [44], [46], [48], [62], [64], [67], [69], [71], [72], [73], [75], [76], [78] No Declaration 28 [20], [22], [24], [25], [26], [27], [28], [31], [32], [33], [34], [35], [43], [45], [47], [50], [51], [52], [53], [54], [55], [56], [59], [60], [63], [66], [70], [74] Researchers are interested in reviewing the current state of research related to the implementation of personalized gamification based on Technology Adoption: ...
... Gamification Domain Total Articles Reference Academic 33 [21], [22], [23], [26], [29], [30], [31], [35], [37], [39], [41], [42], [44], [45], [46], [47], [49], [52], [53], [56], [57], [58], [61], [62], [64], [65], [67], [69], [71], [72], [73], [75], [78] Business 3 [40], [55], [63] Health 5 [24], [38], [68], [76], [77] No Declaration 18 [20], [25], [27], [28], [32], [33], [34], [36], [43], [48], [50], [51], [54], [59], [60], [66], [70], [74] The analysis of the gamification domain was conducted based on available publications to explore the extent of its application across various fields. The following section interprets the table, summarizing the total number of articles reviewed and their corresponding references, which provide insights into the focus and trends of existing studies: ...
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... Thus, offering a diversified gamified system may prove to be a more effective strategy to meet the needs and expectations of the collective class cohort, as underscored by other researchers in the field of gamification (Kocadere & Çağlar, 2018;Manzano-León et al., 2021). In addition, the growing field of research focusing on the integration of gamification and artificial intelligence to design adaptive gamified learning environments is very promising and could shortly offer interesting solutions to address this specific problem (Lavoué et al., 2019;Serna et al., 2023). ...
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