IDEAS home Printed from https://ideas.repec.org/a/gam/jsusta/v14y2022i23p15574-d981526.html
   My bibliography  Save this article

Learning Performance Styles in Gamified College Classes Using Data Clustering

Author

Listed:
  • Sungjin Park

    (Graduate School of Business, Kyung Hee University, Seoul 02447, Republic of Korea)

  • Sangkyun Kim

    (Graduate School of Business, Kyung Hee University, Seoul 02447, Republic of Korea)

Abstract

This study aimed to investigate the efficacy of learning gamification in developing sustainable educational environments. To this end, gamified class data were analyzed to identify students’ learning performance patterns. The study sample comprised 369 data points collected across four point domains: Activity, Game, Project, and Exam Points, which students obtained in their gamified college courses conducted between 2016 and 2019. A K-means data clustering algorithm and silhouette analysis were utilized to evaluate student performances and determine differential learning styles in gamified environments. Cluster analysis revealed three types of learning patterns centered on performance, mastery, and avoidance. Based on our findings, we propose suggestions regarding class design for instructors considering using gamification strategies to support a sustainable educational environment. We also highlight the scope for future research in both in-person and online gamified learning.

Suggested Citation

  • Sungjin Park & Sangkyun Kim, 2022. "Learning Performance Styles in Gamified College Classes Using Data Clustering," Sustainability, MDPI, vol. 14(23), pages 1-13, November.
  • Handle: RePEc:gam:jsusta:v:14:y:2022:i:23:p:15574-:d:981526
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/2071-1050/14/23/15574/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/2071-1050/14/23/15574/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. 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.
    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. 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.
    4. Sangkyun Kim, 2015. "Team Organization Method Using Salary Auction Game for Sustainable Motivation," Sustainability, MDPI, vol. 7(10), pages 1-13, October.
    5. Antti Knutas & Jouni Ikonen & Dario Maggiorini & Laura Ripamonti & Jari Porras, 2016. "Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design," International Journal of Human Capital and Information Technology Professionals (IJHCITP), IGI Global, vol. 7(3), pages 47-62, July.
    Full references (including those not matched with items on IDEAS)

    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. 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).
    2. 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.
    3. 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.
    4. 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.
    5. 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.
    6. 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.
    7. 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.
    8. Marina Moseikina & Saken Toktamysov & Svetlana Danshina, 2022. "Modern Technologies and Gamification in Historical Education," Simulation & Gaming, , vol. 53(2), pages 135-156, April.
    9. 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.
    10. 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.
    11. Yang, Liang, 2024. "Metaverse Identity: Core Principles and Critical Challenges," 24th ITS Biennial Conference, Seoul 2024. New bottles for new wine: digital transformation demands new policies and strategies 302504, International Telecommunications Society (ITS).
    12. Aguiar-Castillo Lidia & Rufo-Torres Julio & De Saa-Pérez Petra & Perez-Jimenez Rafael, 2018. "How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application," Sustainability, MDPI, vol. 10(5), pages 1-20, May.
    13. Jinlu Shen & Xiangyu Zhou & Wei Wu & Liang Wang & Zhenying Chen, 2023. "Worldwide Overview and Country Differences in Metaverse Research: A Bibliometric Analysis," Sustainability, MDPI, vol. 15(4), pages 1-25, February.
    14. 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.
    15. 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.
    16. Grijalvo, Mercedes & Segura, Alejandro & Núñez, Yilsy, 2022. "Computer-based business games in higher education: A proposal of a gamified learning framework," Technological Forecasting and Social Change, Elsevier, vol. 178(C).
    17. Inho Hwang & Hoshik Shim & Woo Jin Lee, 2022. "Do an Organization’s Digital Transformation and Employees’ Digital Competence Catalyze the Use of Telepresence?," Sustainability, MDPI, vol. 14(14), pages 1-20, July.
    18. Jussi S. Jauhiainen & Claudia Krohn & Johanna Junnila, 2022. "Metaverse and Sustainability: Systematic Review of Scientific Publications until 2022 and Beyond," Sustainability, MDPI, vol. 15(1), pages 1-20, December.

    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:14:y:2022:i:23:p:15574-:d:981526. 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.