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To the Next Level! an Exploratory Study on the Influence of User Experience on the Acceptance of a Gamified Learning Platform

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Paiva, Laisa ; Barbosa, Moises ; Oliveira, Solano ; Barbosa, Max ; Klisman, Victor ; Duarte, Jose Carlos ; Gomes, Genildo ; Gadelha, Bruno ; Conte, Tayana ; Cukurova, M ; Rummel, N ; Gillet, D ; McLaren, B ; Uhomoibhi, J
Total Authors: 14
Document type: Journal article
Source: CSEDU: PROCEEDINGS OF THE 14TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED EDUCATION - VOL 1; v. N/A, p. 8-pg., 2022-01-01.
Abstract

Gamification is associated with using game elements in different contexts, and one of these is the educational environment. The education area's motivation for this concept assumes that gamification provides an alternative to motivate and engage students during the learning process. For this, it is common to use gamified teaching platforms, wherein the experience of students and teachers using these platforms impacts the success of their adoption. This paper presents an evaluation of the Classcraft gamified learning platform, aiming to investigate the User Experience (UX) and usability of this platform and how these elements influence its acceptance. We performed an empirical study with a group of high school students to investigate how UX-related factors influence platform acceptance. As a result, we identified that the students do not consider the platform's visual elements attractive, with insufficient stimulus for its use. Furthermore, we also noted the platform's low attractiveness and usability through the AttrakDiff results. These results show that using gamification in educational platforms does not mean it will reach a good level of acceptance. To achieve that, it is essential to also look forward to the usability and UX of those platforms. (AU)

FAPESP's process: 20/05191-2 - INDEXAR: Individualization of user experience for remote learning tools
Grantee:Tayana Uchôa Conte
Support Opportunities: Regular Research Grants