IDEAS home Printed from https://ideas.repec.org/a/gam/jsusta/v13y2021i16p9121-d614479.html
   My bibliography  Save this article

Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences

Author

Listed:
  • Sungjin Park

    (Department of Industrial Engineering, Kangwon National University, Chuncheon 24341, Korea)

  • Kyoungsoon Min

    (Department of Industrial Engineering, Kangwon National University, Chuncheon 24341, Korea)

  • Sangkyun Kim

    (Department of Industrial Engineering, Kangwon National University, Chuncheon 24341, Korea)

Abstract

Gamification is one of the methods used for delivering gameful experiences to Generation Z learners. The player-type theory must be reflected to effectively design gamification. This study aims to analyze the differences in learning motivation among different player types and to propose methods that can deliver effective gameful experiences. The study was conducted on 91 university students who were instructed to attend a class that utilized gamification. Based on the results, there were no statistical differences in the motivation among the different player types. Accordingly, constructing environments that can establish gameful experiences, rules, and strategies preferred by each type of player is proposed as an important factor in gamification design.

Suggested Citation

  • Sungjin Park & Kyoungsoon Min & Sangkyun Kim, 2021. "Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences," Sustainability, MDPI, vol. 13(16), pages 1-10, August.
  • Handle: RePEc:gam:jsusta:v:13:y:2021:i:16:p:9121-:d:614479
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/2071-1050/13/16/9121/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/2071-1050/13/16/9121/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Adar Ben-Eliyahu, 2021. "Sustainable Learning in Education," Sustainability, MDPI, vol. 13(8), pages 1-10, April.
    2. Sungjin Park & Sangkyun Kim, 2021. "Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning," Sustainability, MDPI, vol. 13(8), pages 1-12, April.
    3. Stella K. Hadjistassou, 2016. "Culturally Afforded Tensions in the Second Life Metaverse: From Sustainability Initiatives in Europe to Sustainability Practices in the United States," International Journal of Web-Based Learning and Teaching Technologies (IJWLTT), IGI Global, vol. 11(2), pages 14-38, April.
    Full references (including those not matched with items on IDEAS)

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Said Salloum & Amina Al Marzouqi & Khaled Younis Alderbashi & Fanar Shwedeh & Ahmad Aburayya & Mohammed Rasol Al Saidat & Rana Saeed Al-Maroof, 2023. "Sustainability Model for the Continuous Intention to Use Metaverse Technology in Higher Education: A Case Study from Oman," Sustainability, MDPI, vol. 15(6), pages 1-19, March.
    2. Sungjin Park & Sangkyun Kim, 2023. "The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification," Sustainability, MDPI, vol. 15(8), pages 1-14, April.
    3. Flavio Boccia & Daniela Covino, 2024. "Knowledge and Food Sustainability: the Metaverse as a New Economic-Environmental Paradigm," Journal of the Knowledge Economy, Springer;Portland International Center for Management of Engineering and Technology (PICMET), vol. 15(3), pages 14841-14854, September.
    4. Sungjin Park & Sangkyun Kim, 2022. "Learning Performance Styles in Gamified College Classes Using Data Clustering," Sustainability, MDPI, vol. 14(23), pages 1-13, November.
    5. Flavio Boccia & Joanna Rosak-Szyrocka & Houman Hashemzadeh & Daniela Covino, 2023. "Metaverse, the last technological frontier of environmental sustainable food: Worldwide evidence from the first business case studies," RIVISTA DI STUDI SULLA SOSTENIBILITA', FrancoAngeli Editore, vol. 0(1), pages 153-165.
    6. Sungjin Park & Sangkyun Kim, 2022. "Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse," Sustainability, MDPI, vol. 14(3), pages 1-14, January.

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Lui-Kwan Ng & Chung-Kwan Lo, 2022. "Flipped Classroom and Gamification Approach: Its Impact on Performance and Academic Commitment on Sustainable Learning in Education," Sustainability, MDPI, vol. 14(9), pages 1-23, April.
    2. Lui-Kwan Ng & Chung-Kwan Lo, 2022. "Online Flipped and Gamification Classroom: Risks and Opportunities for the Academic Achievement of Adult Sustainable Learning during COVID-19 Pandemic," Sustainability, MDPI, vol. 14(19), pages 1-21, September.
    3. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
    4. Simona Sternad Zabukovšek & Zdenko Deželak & Silvia Parusheva & Samo Bobek, 2022. "Attractiveness of Collaborative Platforms for Sustainable E-Learning in Business Studies," Sustainability, MDPI, vol. 14(14), pages 1-25, July.
    5. Mahmood Al-Bashayreh & Dmaithan Almajali & Ahmad Altamimi & Ra’ed Masa’deh & Manaf Al-Okaily, 2022. "An Empirical Investigation of Reasons Influencing Student Acceptance and Rejection of Mobile Learning Apps Usage," Sustainability, MDPI, vol. 14(7), pages 1-14, April.
    6. Johanna Andrea Navarro-Espinosa & Manuel Vaquero-Abellán & Alberto-Jesús Perea-Moreno & Gerardo Pedrós-Pérez & Maria del Pilar Martínez-Jiménez & Pilar Aparicio-Martínez, 2022. "Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions," IJERPH, MDPI, vol. 19(5), pages 1-20, February.
    7. Marina Moseikina & Saken Toktamysov & Svetlana Danshina, 2022. "Modern Technologies and Gamification in Historical Education," Simulation & Gaming, , vol. 53(2), pages 135-156, April.
    8. David Melero-Cañas & Vicente Morales-Baños & Daniel N. Ardoy & David Manzano-Sánchez & Alfonso Valero-Valenzuela, 2021. "Enhancements in Cognitive Performance and Academic Achievement in Adolescents through the Hybridization of an Instructional Model with Gamification in Physical Education," Sustainability, MDPI, vol. 13(11), pages 1-14, May.
    9. Hana Dler Ahmed & Gulsum Asiksoy, 2021. "The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions," Sustainability, MDPI, vol. 13(18), pages 1-19, September.
    10. Jack Li, 2022. "Using Flowchart to Help Students Learn Basic Circuit Theories Quickly," Sustainability, MDPI, vol. 14(12), pages 1-12, June.
    11. Dianne Forbes & Dilani Gedera & Maggie Hartnett & Ashwini Datt & Cheryl Brown, 2023. "Sustainable Strategies for Teaching and Learning Online," Sustainability, MDPI, vol. 15(17), pages 1-17, August.
    12. Maria José Sá & Ana Isabel Santos & Sandro Serpa & Carlos Miguel Ferreira, 2021. "Digitainability—Digital Competences Post-COVID-19 for a Sustainable Society," Sustainability, MDPI, vol. 13(17), pages 1-22, August.
    13. Johanna Andrea Navarro-Espinosa & Manuel Vaquero-Abellán & Alberto-Jesús Perea-Moreno & Gerardo Pedrós-Pérez & Pilar Aparicio-Martínez & Mª Pilar Martínez-Jiménez, 2021. "The Higher Education Sustainability before and during the COVID-19 Pandemic: A Spanish and Ecuadorian Case," Sustainability, MDPI, vol. 13(11), pages 1-22, June.
    14. Yi Liu & Zhigang Li, 2023. "International Research Review and Teaching Improvement Measures of College Students’ Learning Psychology under the Background of COVID-19," Sustainability, MDPI, vol. 15(9), pages 1-15, May.
    15. Shira Daskal & Adar Ben-Eliyahu & Gal Levy & Yakov Ben-Haim & Ronnen Avny, 2022. "Earthquake Vulnerability Reduction by Building a Robust Social-Emotional Preparedness Program," Sustainability, MDPI, vol. 14(10), pages 1-22, May.
    16. José María Campillo-Ferrer & Pedro Miralles-Martínez, 2021. "Effectiveness of the flipped classroom model on students’ self-reported motivation and learning during the COVID-19 pandemic," Palgrave Communications, Palgrave Macmillan, vol. 8(1), pages 1-9, December.
    17. Flavio Boccia & Joanna Rosak-Szyrocka & Houman Hashemzadeh & Daniela Covino, 2023. "Metaverse, the last technological frontier of environmental sustainable food: Worldwide evidence from the first business case studies," RIVISTA DI STUDI SULLA SOSTENIBILITA', FrancoAngeli Editore, vol. 0(1), pages 153-165.
    18. Natanael Karjanto & Maxima Joyosa Acelajado, 2022. "Sustainable Learning, Cognitive Gains, and Improved Attitudes in College Algebra Flipped Classrooms," Sustainability, MDPI, vol. 14(19), pages 1-18, September.
    19. Carolina Gonzálvez & Mariola Giménez-Miralles & María Vicent & Ricardo Sanmartín & María José Quiles & José Manuel García-Fernández, 2021. "School Refusal Behaviour Profiles and Academic Self-Attributions in Language and Literature," Sustainability, MDPI, vol. 13(13), pages 1-12, July.
    20. Rashmi Mehrotra & Ram Murat Verma & Manita Devi & Raju Singh Jakhar, 2022. "Online Teaching Skills and Competencies," World Journal of English Language, Sciedu Press, vol. 12(3), pages 187-187, April.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:gam:jsusta:v:13:y:2021:i:16:p:9121-:d:614479. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: MDPI Indexing Manager (email available below). General contact details of provider: https://www.mdpi.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.