Title
Gamification for low-literates: Findings on motivation, user experience, and study design
Author
Schouten, D.G.M.
Pfab, I.
Cremers, A.H.M.
van Dijk, B.
Neerincx, M.A.
Publication year
2014
Abstract
This study investigated the effects of the gamification elements of scaffolding, score and hints on the user enjoyment and motivation of people of low literacy. In a four-condition within-subjects experiment, participants per-formed mental spatial ability tests with the aforementioned elements. Quantitative results were inconclusive, but post-test interviews provided insights on the limited effectiveness of the gamification elements. Complex questionnaire wording, high task difficulty, and an improperly situated task environment all contributed to ceiling effects in the influence of scaffolding. Score was found to be ineffective without proper contextualization connecting the numerical score to clearer performance measures. Finally, the underused hints functionality has indicated the need for adequate 'mixed initiative' support.
Subject
Human Performances
PCS - Perceptual and Cognitive Systems
ELSS - Earth, Life and Social Sciences
Virtual environments and Gaming
Information Society
Gamification
Literacy
Motivation
User Enjoyment
Interactive devices
Scaffolds
Contextualization
Performance measure
Quantitative result
Spatial abilities
Task environment
To reference this document use:
http://resolver.tudelft.nl/uuid:c410139a-626e-4a3b-a979-86fefcfa2c79
DOI
https://doi.org/10.1007/978-3-319-08596-8_77
TNO identifier
513368
Publisher
Springer Verlag
ISBN
9783319085951
ISSN
1611-3349
Source
14th International Conference on Computers Helping People with Special Needs, ICCHP 2014, 9-11 July 2014, Paris, France, 8547 LNCS (PART 1), 494-501
Series
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Document type
conference paper