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MOTIVATING THE LEARNERS BY 
COMBINING THE ELEMENTS OF 
PERSONALIZATION AND GAMIFICATION 
dr Maria Zając, dr Magdalena Andrzejewska 
Pedagogical University of Cracow, Poland
FORMAL CONTEXT 
The work described in this presentation is a part of INDIPATH PROJECT 
- Formal description of individual learning path in Technology 
Enhanced Learning, research grant financed by the Polish-Norwegian 
Research Fund, 2013-2015, Project number Pol-Nor/205110/12/2013 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
THEORETICAL CONTEXT 
Technology has permeated all levels of education nowadays but it does not 
mean it has improved the quality of teaching and learning. 
While it is true that the educators are familiar with technology it doesn’t 
have to be true that they all know how to use it in a way that supports and 
enriches teaching and learning. 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
HYPOTHESIS 
When we are able to describe (in a formal way - using metadata) various 
types of possible activities of students during the technology enhanced 
classes we can elaborate a solution (an algorithm) that will support 
teachers in designing such classes in a way that it will stimulate students 
engagement and motivation. 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
PRACTICAL CONTEXT 
• two gamified university subjects 
• a cohort of computer science undergraduates (~120 students) 
• duration of the experiment – one semester (February-June 2014) 
• on campus laboratory lessons, supported by the use of Moodle 
platform 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
THE EXPERIMENT 
The aim: to identify as many as possible different types of tasks and 
activities. 
The precondition: to achieve that we have to establish the learning 
environment that supports obtaining a variety of skills, including social 
skills like collaboration, leadership, building relations and connections 
as well as group work, creative and critical thinking etc. 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
IMPORTANT QUESTIONS 
1. What can motivate students in a gamified subject? 
2. What skills or competences can they improve/obtain/exercise? 
3. How the subject should be organized (designed)? 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
THE TASKS 
• Recognize students needs in order to create the groups 
• Prepare various types of tasks and activities 
• Define the game rules (in the first phase they were very simple) 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
THE EXPERIMENT – PHASE I 
• The tools used for identidying students’ preferences: 
• The Bartle’s Player Types Test 
http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology 
• Personal preferences questionnaire KS-TIW 
http://ux.up.krakow.pl/~ewam/style-uczenia/ 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
The results of Bartle’s test 
No 
Student’s name Bartle's test results Team 
achiever explorer socializer killer No. 
1 Piotr 80% 53% 53% 80% Z51 
2 Mateusz N. 87% 75% 40% 73% Z51 
3 Jarosław 60% 53% 27% 73% Z51 
4 Arkadiusz 33% 80% 40% 67% Z51 
5 Mateusz R. 27% 60% 47% 67% Z52 
6 Maciej 53% 27% 67% 53% Z52 
7 Mateusz K. 73% 67% 47% 13% Z52 
8 Jakub 0% 67% 60% 80% Z52 
9 Filip 47% 53% 13% 93% Z53 
10 Kamil 40% 47% 33% 67% Z53 
11 Mateusz B. 73% 73% 40% 27% Z53 
12 Przemysław 53% 100% 60% 13% Z54 
13 Anita 60% 73% 87% 27% Z54 
14 Szymon 53% 47% 40% 60% Z54 
15 Bartłomiej 47% 73% 53% 27% Z54 
Source: own data collected for the 
purpose of gamifying the class 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
TYPES OF TASKS and ACTIVITIES 
1. Every student gets the same task but can use a different form of 
presenting the solution 
2. Different tasks – parts of a group work, the task completed by every 
member of a group constitutes a part of a final solution 
(collaboration, responsibility) 
3. Individual tasks – aimed at improving different skills (eg. social skills 
or leardership, time management) 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
INITIAL OBSERVATIONS 
• Not everyone wants to play 
• Problems with students working systematically 
• Difficulties with group work (responsibility) – students are not used 
to the effective group work 
• Positive attitude – some of them became interested in the subject (the 
way it was organized) although they do not like playing games 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
FUTURE IMPROVEMENTS - 1 
1. Use more precise tool for identifying learner (player) 
types, eg. Marczewski’s User Types Hexad 
2. Be more strict with creating the groups 
Source: http://www.gamified.co.uk/user-types/#.VF500xb5z6U 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
Source: Gamified UK by A.Marczewski , http://www.gamified.co.uk/user-types/#.VF500xb5z6U 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
FUTURE IMPROVEMENTS - 2 
Use dedicated gamification 
environment like: 
• World of Calsscraft 
• ISAACLOUD 
http://www.classcraft.com/ 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
http::issacloud.com 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
CONTACT THE AUTHORS: 
• Maria Zając: mzajac@up.krakow.pl 
• Magdalena Andrzejewska: mandrzej@up.krakow.pl 
Computer Science Department 
Pedagogical University of Cracow 
Poland 
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska

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Motivating students-mz ma

  • 1. MOTIVATING THE LEARNERS BY COMBINING THE ELEMENTS OF PERSONALIZATION AND GAMIFICATION dr Maria Zając, dr Magdalena Andrzejewska Pedagogical University of Cracow, Poland
  • 2. FORMAL CONTEXT The work described in this presentation is a part of INDIPATH PROJECT - Formal description of individual learning path in Technology Enhanced Learning, research grant financed by the Polish-Norwegian Research Fund, 2013-2015, Project number Pol-Nor/205110/12/2013 ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 3. THEORETICAL CONTEXT Technology has permeated all levels of education nowadays but it does not mean it has improved the quality of teaching and learning. While it is true that the educators are familiar with technology it doesn’t have to be true that they all know how to use it in a way that supports and enriches teaching and learning. ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 4. HYPOTHESIS When we are able to describe (in a formal way - using metadata) various types of possible activities of students during the technology enhanced classes we can elaborate a solution (an algorithm) that will support teachers in designing such classes in a way that it will stimulate students engagement and motivation. ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 5. PRACTICAL CONTEXT • two gamified university subjects • a cohort of computer science undergraduates (~120 students) • duration of the experiment – one semester (February-June 2014) • on campus laboratory lessons, supported by the use of Moodle platform ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 6. THE EXPERIMENT The aim: to identify as many as possible different types of tasks and activities. The precondition: to achieve that we have to establish the learning environment that supports obtaining a variety of skills, including social skills like collaboration, leadership, building relations and connections as well as group work, creative and critical thinking etc. ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 7. IMPORTANT QUESTIONS 1. What can motivate students in a gamified subject? 2. What skills or competences can they improve/obtain/exercise? 3. How the subject should be organized (designed)? ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 8. THE TASKS • Recognize students needs in order to create the groups • Prepare various types of tasks and activities • Define the game rules (in the first phase they were very simple) ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 9. THE EXPERIMENT – PHASE I • The tools used for identidying students’ preferences: • The Bartle’s Player Types Test http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology • Personal preferences questionnaire KS-TIW http://ux.up.krakow.pl/~ewam/style-uczenia/ ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 10. The results of Bartle’s test No Student’s name Bartle's test results Team achiever explorer socializer killer No. 1 Piotr 80% 53% 53% 80% Z51 2 Mateusz N. 87% 75% 40% 73% Z51 3 Jarosław 60% 53% 27% 73% Z51 4 Arkadiusz 33% 80% 40% 67% Z51 5 Mateusz R. 27% 60% 47% 67% Z52 6 Maciej 53% 27% 67% 53% Z52 7 Mateusz K. 73% 67% 47% 13% Z52 8 Jakub 0% 67% 60% 80% Z52 9 Filip 47% 53% 13% 93% Z53 10 Kamil 40% 47% 33% 67% Z53 11 Mateusz B. 73% 73% 40% 27% Z53 12 Przemysław 53% 100% 60% 13% Z54 13 Anita 60% 73% 87% 27% Z54 14 Szymon 53% 47% 40% 60% Z54 15 Bartłomiej 47% 73% 53% 27% Z54 Source: own data collected for the purpose of gamifying the class ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 11. TYPES OF TASKS and ACTIVITIES 1. Every student gets the same task but can use a different form of presenting the solution 2. Different tasks – parts of a group work, the task completed by every member of a group constitutes a part of a final solution (collaboration, responsibility) 3. Individual tasks – aimed at improving different skills (eg. social skills or leardership, time management) ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 12. INITIAL OBSERVATIONS • Not everyone wants to play • Problems with students working systematically • Difficulties with group work (responsibility) – students are not used to the effective group work • Positive attitude – some of them became interested in the subject (the way it was organized) although they do not like playing games ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 13. FUTURE IMPROVEMENTS - 1 1. Use more precise tool for identifying learner (player) types, eg. Marczewski’s User Types Hexad 2. Be more strict with creating the groups Source: http://www.gamified.co.uk/user-types/#.VF500xb5z6U ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 14. Source: Gamified UK by A.Marczewski , http://www.gamified.co.uk/user-types/#.VF500xb5z6U ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 15. FUTURE IMPROVEMENTS - 2 Use dedicated gamification environment like: • World of Calsscraft • ISAACLOUD http://www.classcraft.com/ ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 16. http::issacloud.com ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
  • 17. CONTACT THE AUTHORS: • Maria Zając: mzajac@up.krakow.pl • Magdalena Andrzejewska: mandrzej@up.krakow.pl Computer Science Department Pedagogical University of Cracow Poland ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska