Exploring Personalized Gamified Learning by Computer Software: Enhancing the Effects of Learning-Style Adaptation

The adaptability of learning styles to gamified learning models was explored to better understand the needs and advantages of students in different educational environments. Learning styles reflect the preferences and habits of each student, which are influenced by their upbringing and experienced educational methods. The findings of this study indicate variations in the adaptability of students with different learning styles in gamified learning models. For instance, active, intuitive, and visual learners generally are less suited to solitary learning modes as they prefer interactive and diversified learning approaches. Conversely, these students are better suited to competitive learning modes due to their competitive spirit and desire for challenges. Additionally, reflective, intuitive, intuitive, visual, sequential, and holistic learners are adaptable to collaborative learning modes, with visual learners being particularly adept at learning from others’ perspectives. These students enjoy collaborative efforts and tend to achieve better learning outcomes in such environments. Linguistic learners may be less inclined toward gamified learning with graphic user interfaces, as they gravitate toward language and text-based learning methods and have less interest in graphical interfaces. The results of this study underscore the significance of individual learning styles in gamified learning and guide educators and designers to create effective learning environments tailored to students’ needs and styles and enhance students’ motivation for and effectiveness in learning. This contributes to personalized education to ensure that each student can fully unleash their potential.

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Publication Details

Published
2024-09-02
DOI
https://doi.org/10.3390/engproc2024074044
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Exploring Personalized Gamified Learning by Computer Software: Enhancing the Effects of Learning-Style Adaptation

Chien-Hung Lai, Cheng-Yueh Lin
Educational Games and Gamification
article

Exploring Personalized Gamified Learning by Computer Software: Enhancing the Effects of Learning-Style Adaptation

Chien-Hung Lai, Cheng-Yueh Lin
article en

Abstract

The adaptability of learning styles to gamified learning models was explored to better understand the needs and advantages of students in different educational environments. Learning styles reflect the preferences and habits of each student, which are influenced by their upbringing and experienced educational methods. The findings of this study indicate variations in the adaptability of students with different learning styles in gamified learning models. For instance, active, intuitive, and visual learners generally are less suited to solitary learning modes as they prefer interactive and diversified learning approaches. Conversely, these students are better suited to competitive learning modes due to their competitive spirit and desire for challenges. Additionally, reflective, intuitive, intuitive, visual, sequential, and holistic learners are adaptable to collaborative learning modes, with visual learners being particularly adept at learning from others’ perspectives. These students enjoy collaborative efforts and tend to achieve better learning outcomes in such environments. Linguistic learners may be less inclined toward gamified learning with graphic user interfaces, as they gravitate toward language and text-based learning methods and have less interest in graphical interfaces. The results of this study underscore the significance of individual learning styles in gamified learning and guide educators and designers to create effective learning environments tailored to students’ needs and styles and enhance students’ motivation for and effectiveness in learning. This contributes to personalized education to ensure that each student can fully unleash their potential.

Chung Yuan Christian University (TW)
Openalex Percentile: Top 82%
Educational Games and Gamification
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