Tailored gamification in education: A literature review and future agenda

Gamification has been widely used to design better educational systems aiming to increase students’ concentration, motivation, engagement, flow experience, and others positive experiences. With advances in research on gamification in education, over the past few years, many studies have highlighted the need to tailor the gamification design properties to match individual students’ needs, characteristics and preferences. Thus, different studies have been conducted to personalize the gamification in education. However, the results are still contradictory and need to be better understood to advance this field. To provide a complete understanding of this research domain, we conducted a systematic literature review to summarize the results and discussions on studies that cover the field of tailored gamified education. Following a systematic process, we analysed 2108 studies and identified 19 studies to answer our research questions. The results indicate that most of the studies only consider students’ gamer types to tailor the systems, and most of the experiments do not provide sufficient statistical evidence, especially regarding learning performance using tailored gamified systems. Based on the results, we also provided an agenda with different challenges, opportunities, and research directions to improve the literature on tailored gamification in education. Our study contributes to the field of gamification design in education.

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1 Introduction

To target the problems of students’ evasion, disengagement, and lack of motivation in educational environments, recent research has been using gamification Footnote 1 ) along with its activities (Battistella & von Wangenheim, 2016; Legaki et al., 2020; Oliveira et al., 2022). Gamification in education usually aim to improve students’ concentration, engagement, performance, and/or decrease students’ frustration and demotivation in educational systems (Cózar-Gutiérrez & Sáez-López, 2016; Shi & Cristea, 2016; Mostafa, 2019; Lopes et al., 2019; Metwally et al., 2020). Overall, these studies are implementing and evaluating the use of gamification in educational environments (Oliveira & Bittencourt 2019; Toda et al., 2019a, 2019b).

Recent studies demonstrated that these systems can offer different ways for students to perform desired educational activities associated with game elements (Majuri et al., 2018; Koivisto & Hamari, 2019; Bai et al., 2020a). In addition, gamified education may provide a number of benefits to students, e.g., increasing students’ motivation (Shi et al., 2014; Cózar-Gutiérrez & Sáez-López, 2016; Stuart et al., 2020), enhancing learning performance (Lo & Hew, 2020; Zainuddin et al., 2020), or improving training processes (Kapp, 2012; Larson, 2020).

To solve this problem, over the last few years, some studies were conducted to understand how to tailor gamified educational environments to match students’ characteristics, needs and behaviors (e.g., Stuart et al., 2019; Oliveira et al., 2020; Santos et al., 2021). However, the results are still contradictory, and it is not possible to identify the learner traits used to personalize gamified educational settings or the impact of gamification personalization on students’ learning experience (e.g., learning outcomes and psychological states) (Orji, 2014; Hanus & Fox, 2015; Hamari et al., 2016; Monterrat et al., 2017; Toda et al., 2017). At the same time, despite the existence of some systematic studies on tailored gamification, including tailored gamification in education (Klock et al., 2020; Hallifax et al., 2019; Rodrigues et al., 2020), some research questions remain open.

Based on this, in this article, we aim to answer the following questions: i) what learner traits have been used as the basis of personalizing gamified education?; and ii) how has personalized gamification in education affected students’ learning outcomes and related psychological states?; Aiming to answer the aforementioned questions based on the state of the art on tailored gamified educational environments, we conducted a systematic literature review following the well known protocol proposed by Kitchenham (2004).

The main results demonstrate that a) most of the included studies use only the aspects related to students’ gamer type/user types to tailor the gamified educational systems; b) studies do not compare a personalized version with a non-personalized one, thus, its not possible to identify how personalized gamification affected students’ learning experience due to methodological issues in those studies; c) most studies do not consider aspects to personalize systems in real-time.

This context showcases the importance of considering other students’ characteristics and behaviors to tailor gamified educational environments (i.e., students’ gender, age, etc.), as well as providing automatic adaptations on the systems. Besides, the findings also highlight the importance of conducting new empirical/experimental studies to ground the impact of this kind of system on students’ learning outcomes, especially comparing tailored gamified educational environments with non-tailored gamified educational environments in terms of students’ learning outcomes.

This article is organized as follows: in Section 2, we present the study background, depicting an overview of tailored gamification. Section 3 presents the study protocol. In Section 4, we present our results. Section 5 presents a general discussion about our results. In Section 6, we present an agenda with a series of challenges, opportunities and research directions based on our results. Finally, Section 7 presents our concluding remarks.

2 Background

This section introduces the main topic related to our study, that is tailored gamification in education and present the main related works (i.e., some similar reviews recently conducted).

2.1 Tailored gamification in education

In recent years, several studies have been conducted to apply gamification in education (i.e., transforming educational systems to better afford similar motivational benefits as games often do) and investigating the effects of gamification on students’ experience and learning (Rocha Seixas et al., 2016; Oliveira et al., 2020). If for one side, using gamification in education, in general, increases student engagement and motivation (Koivisto and Hamari, 2019; Sailer & Homner, 2019; Bai et al., 2020b), on the other side, there are cases where gamification causes the opposite effects, discouraging or impairing the learning outcomes of some students (Hanus & Fox, 2015; Toda et al., 2017; Kwon & Özpolat, 2020).

At the same time, studies have shown that in educational settings, depending on different characteristics of students, the educational model (e.g., educational system or classroom) needs to be personalized to suit the characteristics of each student (Qaffas et al., 2020; Azzi et al., 2020; Mustafa, 2020). This situation led researchers to believe that one of the possible factors that can help improve the effects of gamification on the students’ experience is the personalization of the gamification design (Monterrat et al., 2017; Oliveira & Bittencourt, 2019; Stuart et al., 2020). Thus, in recent years, many studies have highlighted the challenges from tailoring gamification based on students’ individual characteristics (Vassileva, 2012; Orji et al., 2013; Monterrat et al., 2014a; Lavoué et al., 2018; Oliveira et al., 2020).

These studies propose different solutions in tailoring and also investigating the importance of personalizing those systems based on students’ characteristics (Klock et al., 2020). The idea of personalization in gamification comes from the concept that people have different personalities, behaviors, and needs (Sullivan et al., 2017; Bourdieu, 2017; Oliveira & Bittencourt, 2019), as well as from the fact that these differences alter the way people interact with each other, within computer systems, and the way they organize their study routine (Bartle, 1996; Bateman et al., 2011; Masthoff & Vassileva, 2015).

Considered as one of the first studies that address the personalization of gamification, Ferro et al. (2013) presented a theoretical background about the relationship among various personality types and traits. The authors also outlined player typologies and assumed that this relationship was a better way to inform designers on a deeper level of understanding about the type of users to whom the gamified systems are designed. In a more recent study, Orji et al. (2013) developed seven different models of healthy eating behaviors for the BrainHex gamer types exploring the differences between the seven models. She also proposed two different approaches to persuasive game design. These approaches were proposed to motivate the majority of the population, while avoiding the discouragement of any player, by proposing a personalized approach to better motivate a particular type of gamer.

More recently, Oliveira and Bittencourt (2019) published the first book on the subject, which addresses the history of tailored gamification in education, and presents some techniques for the personalization of gamification based on gamer types and gender. In summary, the studies related to tailored gamification concern identifying student’s individualities and relate them to their preferences regarding game elements (Orji et al., 2014; Monterrat et al., 2015; Lavoué et al., 2018). Considering how recent this field of study is, most studies do not present deep analyses related to the students’ learning outcomes on the tailored gamified educational systems.

2.2 Related works

To investigate the effects of personalized gamification on the user experience, in recent years, other researchers have also conducted some secondary studies. Stuart et al. (2019) addressed three research questions related to the kind of contributions in the field and the impact of personalized gamification. The results showed that the contributions were still incipient and that few aspects were evaluated (Stuart et al., 2019). Lopes et al. (2019) conducted a systematic literature review (SLR) in the field of personalized gamification in education aiming to understand how these adaptive features work, what its adapt and which strategies they adopt. They identified some strategies related to different learning topics, based on different factors to personalize the gamification (Lopes et al., 2019).

Rozi et al. (2019) conducted another SLR, however focusing in discovering the components, methods, and frameworks used to adapt gamification. The authors managed to discover that there are four components used, seven methods and three frameworks used to adapt the gamification (Rozi et al., 2019). In general, the results presented in the paper focus on more general and technical aspects, as well as, they are not focused on the area of education. Alomair and Hammami (2020) conducted a literature review to identify the methods used in adapting into gamification learning environments. Although the authors present and discuss some methods (Alomair & Hammami, 2020), this work also focuses on a unique technical aspect related to gamification adaptation and does not follow a systematic protocol.

Another recent SLR, Klock et al. (2020), concerns “tailored, personalized, adaptive and recommended” gamification. The authors selected 42 studies and found that the most considered characteristics of the user profile are the player preferences, gender and personality traits. The majority of these studies still consider methods of user modeling and that tailored gamification is still a trend (Klock et al., 2020). They recommended that future research should focus on dynamic modeling, exploring multiple characteristics simultaneously and understanding the effects of other aspects other than users’ profiles.

In summary, the secondary studies presented in this section that focus on the personalization of the general gamification (regardless of context), show that the majority of studies were conducted in the field of education and that it is necessary to conduct new secondary studies focused on this domain. At the same time, the studies that focus on the personalization of gamification in education, are not systematic or focus only on a technical aspect of personalization. As far as we know, our study is the first review to focus on tailored gamification for educational systems and answer questions related to the psychological and computational aspects used in this personalization, cross-referencing this information and summarizing empirical results related to the influences of personalized systems on students’ experience. In addition, we present a series of directions to meet the challenges of this area.

3 Methodology

Aiming to identify the state of the art on tailored gamification in education, we opted to conduct a SLR to identify, evaluate, and interpret available research findings related to our research questions, topics, or phenomenon (Kitchenham, 2004) (i.e., tailored gamification in education).

3.1 Protocol structure

The main purpose of conducting a SLR is to gather evidence from which some conclusions can be drawn (Kitchenham, 2004). According to Kitchenham (2004), a SLR is composed of three main phases: (i) Planning – where one needs to define the research questions, develop and validate the protocol; (ii) Conducting – where one identifies relevant research, selects primary studies, assesses study quality, extracts required data and synthesizes data; and (iii) Documenting – in which one writes and validates the report (Ampatzoglou and Stamelos, 2010). To perform the SLR, the guidelines proposed by Kitchenham (2004) were followed, as presented in the following sub-sections.

3.1.1 Study objectives

The focus of this literature review is to provide the state of the art on tailored gamification in education. In other words, we aim to identify topics that are not covered (or are scarce) in the literature such as the properties that are considered to develop tailored gamification in education (e.g., the user’s personality traits - psychological property - or the computational tools used to develop those tailored gamification in education - computational properties), the processes used to develop the tailored gamification in education and the evidence that has been provided until now. To achieve this goal, we defined three specific objectives:

By achieving these goals, we contribute to the current literature by providing an overview of tailored gamification in education. At the same time, based on our results, it will be possible improve the discussions about how to develop new studies to advance the literature on tailored gamification in education.

3.1.2 Research questions

Next, after defining the goals of our SLR, we developed our research questions. Each Research Question (RQ) was developed to address the specific objectives of our study as follows: