Student Player Types in Higher Education—Trial and Clustering Analyses
<p>Results of the clustering process. First player profile in the different disciplines.</p> "> Figure 2
<p>Results of the clustering process. Second player profile in the different disciplines.</p> "> Figure 3
<p>Results of the clustering process. Third player profile in the different disciplines.</p> "> Figure 4
<p>Player profiles assigned player types and the associated game mechanics. Solid lines between mechanics are proposed relationships by Marczewski [<a href="#B21-education-14-00352" class="html-bibr">21</a>], dotted lines are relationships established by Krath and von Korflesch [<a href="#B22-education-14-00352" class="html-bibr">22</a>] or Tondello et al. [<a href="#B20-education-14-00352" class="html-bibr">20</a>].</p> ">
Abstract
:1. Motivation
1.1. Serious Games in Education
1.2. Player Types
2. Background and Related Work
- Free spirits: They take advantage of the game’s decision-making freedom. Exploring the game and creating new things within the game is important to them.
- Socializers: For these players, interaction with others is important. Game elements that enable interaction with other participants motivate them.
- Philanthropists: These players enjoy helping other players without expecting anything in return. It is important to them to be part of a larger picture.
- Achievers: Achievers want to reach their full potential and constantly improve themselves.
- Players: Players motivate themselves by being better than other players. They can be extrinsically motivated by wins or rewards.
- Disruptors: Disruptive players compensate for the lack of motivation by disrupting the game or fellow players.
Player Type Research
3. Methodology
- Medicine and Health (MH): Occupational therapy/speech therapy, health and health care sciences, midwifery, human medicine, nursing, physical therapy;
- Computer Science and Mathematics (CsM): entrepreneurship in digital technologies, computer science, IT security, mathematics in medicine and life sciences, media informatics, medical informatics;
- Natural Sciences and Psychology (NP): biophysics, infection biology, medical nutrition science, molecular life science, psychology;
- Technology (T): biomedical engineering, hearing and audiological engineering, medical microtechnology, medical engineering science, robotics and autonomous systems.
4. Results
4.1. Clustering Algorithms
4.2. Cluster Results
4.3. Gender Comparison
4.4. Game Mechanics
5. Discussion
5.1. Implications and Examples for Higher-Education Teaching
5.2. Automated Generation and Further Research
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Kumar Basak, S.; Wotto, M.; Bélanger, P. E-learning, M-learning and D-learning: Conceptual definition and comparative analysis. E-Learn. Digit. Media 2018, 15, 191–216. [Google Scholar] [CrossRef]
- Cavus, N. Distance Learning and Learning Management Systems. Procedia-Soc. Behav. Sci. 2015, 191, 872–877. [Google Scholar] [CrossRef]
- Miranda, J.; Navarrete, C.; Noguez, J.; Molina-Espinosa, J.M.; Ramírez-Montoya, M.S.; Navarro-Tuch, S.A.; Bustamante-Bello, M.R.; Rosas-Fernández, J.B.; Molina, A. The Core Components of Education 4.0 in Higher Education: Three Case Studies in Engineering Education. Comput. Electr. Eng. 2021, 93, 107278. [Google Scholar] [CrossRef]
- Ramírez-Montoya, M.S.; Castillo-Martínez, I.M.; Sanabria-Z, J.; Miranda, J. Complex Thinking in the Framework of Education 4.0 and Open Innovation—A Systematic Literature Review. J. Open Innov. Technol. Mark. Complex. 2022, 8, 4. [Google Scholar] [CrossRef]
- Tang, S.; Long, M.; Tong, F.; Wang, Z.; Zhang, H.; Sutton-Jones, K.L. A Comparative Study of Problem-Based Learning and Traditional Approaches in College English Classrooms: Analyzing Pedagogical Behaviors Via Classroom Observation. Behav. Sci. 2020, 10, 105. [Google Scholar] [CrossRef] [PubMed]
- Faiella, F.; Ricciardi, M. Gamification and learning: A review of issues and research. J. E-Learn. Knowl. Soc. 2015, 11, 13–21. [Google Scholar] [CrossRef]
- Susi, T.; Johannesson, M.; Backlund, P. Serious Games—An Overview; Technical Report HS- IKI -TR-07-001; School of Humanities and Informatics, University of Skövde: Skövde, Sweden, 2007; p. 28. [Google Scholar]
- Boeker, M.; Andel, P.; Vach, W.; Frankenschmidt, A. Game-Based E-Learning Is More Effective than a Conventional Instructional Method: A Randomized Controlled Trial with Third-Year Medical Students. PLoS ONE 2013, 8, e82328. [Google Scholar] [CrossRef] [PubMed]
- Cordova, D.I.; Lepper, M.R. Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. J. Educ. Psychol. 1996, 88, 715–730. [Google Scholar] [CrossRef]
- Froiland, J.M.; Worrell, F.C. Intrinsic Motivation, Learning Goals, Engagement, and Achievement in a Diverse High School. Psychol. Sch. 2016, 53, 321–336. [Google Scholar] [CrossRef]
- Gaalen, A.E.J.V.; Schönrock-Adema, J.; Renken, R.J.; Jaarsma, A.D.C.; Georgiadis, J.R. Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology. JMIR Serious Games 2022, 10, e30464. [Google Scholar] [CrossRef] [PubMed]
- Rahimi, I.D. Ambient Intelligence in Learning Management System (LMS). In Proceedings of the 2022 Computing Conference, London, UK, 14–15 July 2022; Arai, K., Ed.; Springer: Cham, Switzerland, 2022; pp. 379–387. [Google Scholar] [CrossRef]
- Olsevicova, K.; Mikulecky, P. Learning management systems as an ambient intelligence playground. Int. J. Web Based Communities 2008, 4, 348–358. [Google Scholar] [CrossRef]
- Hunicke, R.; LeBlanc, M.; Zubek, R. MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, San Jose, CA, USA, 25–26 July 2004; Volume 4, p. 1722. [Google Scholar]
- Orji, R.; Mandryk, R.L.; Vassileva, J.; Gerling, K.M. Tailoring Persuasive Health Games to Gamer Type. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York, NY, USA, 27 April–2 May 2013; CHI ’13. pp. 2467–2476. [Google Scholar] [CrossRef]
- Orji, R.; Vassileva, J.; Mandryk, R.L. Modeling the Efficacy of Persuasive Strategies for Different Gamer Types in Serious Games for Health. User Model. User-Adapt. Interact. 2014, 24, 453–498. [Google Scholar] [CrossRef]
- Ferro, L.S.; Walz, S.P.; Greuter, S. Towards Personalised, Gamified Systems: An Investigation into Game Design, Personality and Player Typologies. In Proceedings of the 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, New York, NY, USA, 30 September–1 October 2013; IE ’13. pp. 1–6. [Google Scholar] [CrossRef]
- Bakkes, S.; Tan, C.T.; Pisan, Y. Personalised Gaming: A Motivation and Overview of Literature. In Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System, Auckland, New Zealand, 21–22 July 2012; pp. 1–10. [Google Scholar] [CrossRef]
- Bartle, R. Hearts, Clubs, Diamonds, Spades: Playery Who Suit MUDS. J. MUD Res. 1996, 1, 19. [Google Scholar]
- Tondello, G.F.; Wehbe, R.R.; Diamond, L.; Busch, M.; Marczewski, A.; Nacke, L.E. The Gamification User Types Hexad Scale. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, Austin, TX, USA, 16–19 October 2016; pp. 229–243. [Google Scholar] [CrossRef]
- Marczewski, A. Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design; CreateSpace Independent Publishing Platform: North Charleston, SC, USA, 2015. [Google Scholar]
- Krath, J.; von Korflesch, H.F.O. Player Types and Game Element Preferences: Investigating the Relationship with the Gamification User Types HEXAD Scale. In Proceedings of the HCI in Games: Experience Design and Game Mechanics, Virtual Event, 24–29 July 2021; Springer: Cham, Switzerland, 2021; pp. 219–238. [Google Scholar] [CrossRef]
- Trojanek, A.; Fischer, H.; Heinz, M. Auf die Typen kommt es an. Eine empirische Analyse studentischer Spielertypen. In Proceedings of the Workshop Gemeinschaften in Neuen Medien (GeNeMe) 2017, Dresden, Germany, 18–20 October 2017; pp. 137–144. [Google Scholar]
- Barata, G.; Gama, S.; Jorge, J.A.; Gonçalves, D.J. Relating gaming habits with student performance in a gamified learning experience. In Proceedings of the First ACM Symposium on Computer-Human Interaction in Play, New York, NY, USA, 19–21 October 2014. CHI PLAY ’14. [Google Scholar] [CrossRef]
- Gillessen-Kaesbach, G.; Münte, T.; Hartmann, E.; Fischer, S. Universitätskennzahlen 2021, 2022. Available online: https://www.uni-luebeck.de/fileadmin/uzl_qm/PDF/Universitaetskennzahlen/Unikennzahlen2021_Web.pdf (accessed on 21 March 2024).
- Israel, G. Determining sample size. PEOD 2009, 6, 1–7. [Google Scholar]
- Likas, A.; Vlassis, N.; Verbeek, J. The Global K-Means Clust. Algorithm. Pattern Recognit. 2003, 36, 451–461. [Google Scholar] [CrossRef]
- Clustering (Python Online Documentation). Available online: https://scikit-learn.org/stable/modules/clustering.html (accessed on 6 March 2024).
- Thorndike, R.L. Who Belongs in the Family? Psychometrika 1953, 18, 267–276. [Google Scholar] [CrossRef]
- Comaniciu, D.; Meer, P. Mean Shift: A Robust Approach toward Feature Space Analysis. IEEE Trans. Pattern Anal. Mach. Intell. 2002, 24, 603–619. [Google Scholar] [CrossRef]
- Nielsen, F. Hierarchical Clustering. In Introduction to HPC with MPI for Data Science; Nielsen, F., Ed.; Undergraduate Topics in Computer Science; Springer International Publishing: Cham, Switzerland, 2016; pp. 195–211. [Google Scholar] [CrossRef]
- Klock, A.C.T.; Gasparini, I.; Pimenta, M.S.; Hamari, J. Tailored Gamification: A Review of Literature. Int. J. Hum. Comput. Stud. 2020, 144, 102495. [Google Scholar] [CrossRef]
- Brandl, L.C.; Schrader, A. Serious Games in Higher Education in the Transforming Process to Education 4.0—Systematized Review. Educ. Sci. 2024, 14, 281. [Google Scholar] [CrossRef]
Study Area | MH | CsM | NP | T | Sum |
---|---|---|---|---|---|
sum | 190 | 121 | 111 | 109 | 531 |
male | 56 | 79 | 32 | 53 | 220 |
female | 132 | 36 | 74 | 52 | 294 |
gender queer | 1 | 5 | 3 | 4 | 13 |
without statement | 1 | 1 | 2 | 0 | 4 |
Algorithm | Cluster Amount | Silhouette Score | Calinski–Harabasz Score | Davies–Bouldin Score |
---|---|---|---|---|
K-Means | 2 | 0.272 | 173.697 | 1.633 |
K-Means + PCA | 3 | 0.422 | 448.633 | 0.829 |
Hierarchical Clustering | 3 | 0.209 | 128.135 | 1.617 |
Meanshift | 4 | 0.266 | 24.638 | 1.165 |
Female | Male | Gender Queer | Without Statement | |
---|---|---|---|---|
Cluster 1 | 63 (21.429%) | 66 (30.000%) | 8 (61.538%) | 0 (0.000%) |
Cluster 2 | 60 (20.408%) | 71 (32.273%) | 3 (23.077%) | 0 (0.000%) |
Cluster 3 | 171 (58.163%) | 83 (37.727%) | 2 (15.385%) | 4 (100.000%) |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Brandl, L.C.; Schrader, A. Student Player Types in Higher Education—Trial and Clustering Analyses. Educ. Sci. 2024, 14, 352. https://doi.org/10.3390/educsci14040352
Brandl LC, Schrader A. Student Player Types in Higher Education—Trial and Clustering Analyses. Education Sciences. 2024; 14(4):352. https://doi.org/10.3390/educsci14040352
Chicago/Turabian StyleBrandl, Lea C., and Andreas Schrader. 2024. "Student Player Types in Higher Education—Trial and Clustering Analyses" Education Sciences 14, no. 4: 352. https://doi.org/10.3390/educsci14040352