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Adaptive Gamification in Education: A Literature Review of Current Trends and Developments

Part of the Lecture Notes in Computer Science book series (LNISA,volume 11722)

Abstract

Gamification, the use of game elements in non-game settings, is more and more used in education to increase learner motivation, engagement, and performance. Recent research in the gamification field suggests that to be effective, the game elements should be tailored to learners. In this paper, we perform an in-depth literature review on adaptive gamification in education in order to provide a synthesis of current trends and developments in this field. Our literature review addresses 3 research questions: (1) What are the current kinds of contributions to the field? (2) What do the current contributions base their adaptation on, and what is the effect of this adaptation on the gamified system? (3) What is the impact of the adaptive gamification, and how is this impact measured? We also provide future research guidelines in the form of three needs that should be fulfilled for exploring this field.

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Acknowledgements

This work is a part of the LudiMoodle project financed by the e-FRAN Programme d’investissement d’avenir, operated by the Caisse des Dépots.

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Correspondence to Stuart Hallifax .

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Hallifax, S., Serna, A., Marty, JC., Lavoué, É. (2019). Adaptive Gamification in Education: A Literature Review of Current Trends and Developments. In: Scheffel, M., Broisin, J., Pammer-Schindler, V., Ioannou, A., Schneider, J. (eds) Transforming Learning with Meaningful Technologies. EC-TEL 2019. Lecture Notes in Computer Science(), vol 11722. Springer, Cham. https://doi.org/10.1007/978-3-030-29736-7_22

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  • DOI: https://doi.org/10.1007/978-3-030-29736-7_22

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