Gamification and player type: Relationships of the HEXAD model with the learning experience

Abstract Gamification is a widely utilised educational tool designed to promote specific behaviours. An effective gamification design must consider users’ experiences and perceptions to enhance engagement and participation. This research is part of a broader study that develops gamified activities t...

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Main Authors: Silvia Sipone, Victor Abella, Marta Rojo, José Luis Moura
Format: Article
Language:English
Published: Springer 2025-01-01
Series:Journal of New Approaches in Educational Research
Subjects:
Online Access:https://doi.org/10.1007/s44322-024-00021-w
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author Silvia Sipone
Victor Abella
Marta Rojo
José Luis Moura
author_facet Silvia Sipone
Victor Abella
Marta Rojo
José Luis Moura
author_sort Silvia Sipone
collection DOAJ
description Abstract Gamification is a widely utilised educational tool designed to promote specific behaviours. An effective gamification design must consider users’ experiences and perceptions to enhance engagement and participation. This research is part of a broader study that develops gamified activities to teach primary school pupils about sustainable mobility. The study investigates the relationship between player profiles, as defined by the Hexad scale, and the use of the ClassCraft platform for learning sustainable mobility concepts. The Hexad scale serves as an instrument to analyse the various motivations exhibited by each student when interacting with the gamified application. Specifically, we examine the connection between player profiles, learning levels, the components of the ClassCraft platform, and the impact of gender on this relationship. An experiment was conducted with 75 fifth-grade primary school students (aged 10–12) who used the ClassCraft platform. Several linear regression models correlated various variables with the player profiles included in the Hexad scale. The results indicate a relationship between player profiles and the variables considered: final score on the platform, number of activities completed, number of connections made, player level achieved, student satisfaction level, and learning levels. Additionally, the high percentage of socialiser profiles found among the students is perfectly in line with some of the intrinsic characteristics of the ClassCraft platform. Furthermore, the analysis revealed minimal differences between male and female players across most profiles.
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spelling doaj-art-81184aa7dd4f443d86fbccf6ade388192025-01-12T12:45:44ZengSpringerJournal of New Approaches in Educational Research2254-73392025-01-0114111710.1007/s44322-024-00021-wGamification and player type: Relationships of the HEXAD model with the learning experienceSilvia Sipone0Victor Abella1Marta Rojo2José Luis Moura3Researcher in Education and Sustainable Mobility, University of BurgosAssociate Professor of Educational Technology, University of BurgosAssociate Professor of Transport, University of BurgosProfessor of Transport, Universidad de CantabriaAbstract Gamification is a widely utilised educational tool designed to promote specific behaviours. An effective gamification design must consider users’ experiences and perceptions to enhance engagement and participation. This research is part of a broader study that develops gamified activities to teach primary school pupils about sustainable mobility. The study investigates the relationship between player profiles, as defined by the Hexad scale, and the use of the ClassCraft platform for learning sustainable mobility concepts. The Hexad scale serves as an instrument to analyse the various motivations exhibited by each student when interacting with the gamified application. Specifically, we examine the connection between player profiles, learning levels, the components of the ClassCraft platform, and the impact of gender on this relationship. An experiment was conducted with 75 fifth-grade primary school students (aged 10–12) who used the ClassCraft platform. Several linear regression models correlated various variables with the player profiles included in the Hexad scale. The results indicate a relationship between player profiles and the variables considered: final score on the platform, number of activities completed, number of connections made, player level achieved, student satisfaction level, and learning levels. Additionally, the high percentage of socialiser profiles found among the students is perfectly in line with some of the intrinsic characteristics of the ClassCraft platform. Furthermore, the analysis revealed minimal differences between male and female players across most profiles.https://doi.org/10.1007/s44322-024-00021-wGamificationHexad scaleClassCraftLearningPrimary education
spellingShingle Silvia Sipone
Victor Abella
Marta Rojo
José Luis Moura
Gamification and player type: Relationships of the HEXAD model with the learning experience
Journal of New Approaches in Educational Research
Gamification
Hexad scale
ClassCraft
Learning
Primary education
title Gamification and player type: Relationships of the HEXAD model with the learning experience
title_full Gamification and player type: Relationships of the HEXAD model with the learning experience
title_fullStr Gamification and player type: Relationships of the HEXAD model with the learning experience
title_full_unstemmed Gamification and player type: Relationships of the HEXAD model with the learning experience
title_short Gamification and player type: Relationships of the HEXAD model with the learning experience
title_sort gamification and player type relationships of the hexad model with the learning experience
topic Gamification
Hexad scale
ClassCraft
Learning
Primary education
url https://doi.org/10.1007/s44322-024-00021-w
work_keys_str_mv AT silviasipone gamificationandplayertyperelationshipsofthehexadmodelwiththelearningexperience
AT victorabella gamificationandplayertyperelationshipsofthehexadmodelwiththelearningexperience
AT martarojo gamificationandplayertyperelationshipsofthehexadmodelwiththelearningexperience
AT joseluismoura gamificationandplayertyperelationshipsofthehexadmodelwiththelearningexperience