Diego Vergara, A. I. Gómez-Vallecillo, Pablo Fernández‐Arias, Álvaro Antón‐Sancho
{"title":"Gamification and Player Profiles in Higher Education Professors","authors":"Diego Vergara, A. I. Gómez-Vallecillo, Pablo Fernández‐Arias, Álvaro Antón‐Sancho","doi":"10.4018/ijgbl.323449","DOIUrl":null,"url":null,"abstract":"This paper conducts descriptive quantitative research of the player profile of a set of 808 university professors, and the player profiles that participants consider most suitable for learning when educational gamification is employed in higher education. It also studied the existence of influential variables in the chosen player profiles, including sociological (gender and age) and academic variables (area of knowledge). The results reveal that most professors are mostly explorers, followed by the socializers, and consider these player profiles as the most efficient for achieving learning objectives. There are no gaps based on sociological aspects or knowledge about gamification, but there are gaps based on area of knowledge. It is proposed that universities design training sessions for professors on educational gamification and further research on factors that influence the configuration of their player profile.","PeriodicalId":148690,"journal":{"name":"Int. J. Game Based Learn.","volume":"117 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Int. J. Game Based Learn.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/ijgbl.323449","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
This paper conducts descriptive quantitative research of the player profile of a set of 808 university professors, and the player profiles that participants consider most suitable for learning when educational gamification is employed in higher education. It also studied the existence of influential variables in the chosen player profiles, including sociological (gender and age) and academic variables (area of knowledge). The results reveal that most professors are mostly explorers, followed by the socializers, and consider these player profiles as the most efficient for achieving learning objectives. There are no gaps based on sociological aspects or knowledge about gamification, but there are gaps based on area of knowledge. It is proposed that universities design training sessions for professors on educational gamification and further research on factors that influence the configuration of their player profile.