PhD project
Tailored digital gamification to enhance students’ learning outcomes and motivation in higher education
One-size-fits-all digital gamification sometimes hinders students’ learning due to the ignorance of individual differences. This project aims to explore how tailored digital gamification can be used in higher education and its effects on university students’ motivation and learning outcomes.
- Duration
- 2022 - 2026
- Contact
- Chloe Hong
- Funding
- China Scholarship Council
Researchers
- Y. Hong - PhD candidate
- prof.dr. W.F. Admiraal - supervisor
- prof.dr. N. Saab - supervisor
Research questions
- What approaches and game elements are used in tailored digital gamification for learning?
- What factors influence students’ acceptance of tailored digital gamification in education at the tertiary level?
- What are university students’ learning needs and game element preferences in tailored digital gamifying classes?
- How does tailored digital gamification influence university students’ motivation and learning outcomes
Social relevance
Tailored gamification can improve student motivation and learning outcomes in higher education by personalizing learning experiences. By exploring its effects, the research will help universities design more engaging, student-centered curricula. It can also provide practical recommendations for educators and policymakers to improve student learning experience. Ultimately, this study aims to make education more engaging, relevant, and accessible for diverse student populations.
Scientific relevance
This research will contribute to the field of educational psychology by focusing on personalized gamification. It will address how tailored game elements impact student motivation and academic performance. It will also inform the design of future learning technologies and platforms. By exploring the psychological and learning outcomes, this research could refine existing educational models. Overall, it will fill gaps in the scientific literature on personalized, gamified learning experiences.
Material and method
This project consists of five studies. Two systematic literature review studies contribute to the comprehensive understanding of tailored digital gamification for learning. Qualitative and quantitative research methods will be combined for all of three empirical studies.
Hong, Y., Saab, N., & Admiraal, W. (2024). Approaches and game elements used to tailor digital gamification for learning: A systematic literature review. Computers & Education, 105000.