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The impact of personalization feature on students’ engagement patterns in a role-playing game: A cultural perspective

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Abstract

The personalization feature has been implemented in various ways in educational games but the effectiveness of personalization feature on students’ engagement was mixed in literature. Culture might be one possible reason but has been seldom explored in previous studies. This study filled in this gap by investigating the impact of the personalization feature on students’ engagement patterns through the lens of culture. Results showed that the personalization game feature could engage students by capturing and maintaining students’ attention and interest. Gender affected students’ engagement patterns via cultural differences in attitudes toward time. Additionally, when the game was personalized, students’ perceptions of student-teacher relation and group power would affect engagement patterns during gameplay and re-engagement in the future. Findings of this study demonstrated that the personalization game feature delivered via computers could be used to initiate and maintain students’ engagement. Gender needs to be considered when utilizing games to engage students. Motivational design is needed to engage less active students in the personalized gaming environment. Students’ cultural differences, such as perceptions of power distribution between students and instructors and power of group, need to be considered when designing personalized games. This study contributes to the field by explaining how gender influenced students’ engagement patterns and why nonengagement was observed in some previous studies.

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Data availability

The datasets used and/or analyzed during the current study are available from the corresponding author on reasonable request.

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Author information

Authors and Affiliations

Authors

Contributions

LZ contributed to the study conception, research design, data analysis, data interpretation and was the major contributor in writing the manuscript. YX contributed to literature review, data collection, and data analysis. LX contributed to study conception and data collection. All authors read and approved the final manuscript.

Corresponding author

Correspondence to Lin Zhong.

Ethics declarations

Ethics approval

This study was approved by the Institutional Review Board of Southwest University of Science and Technology.

Consent to participate

Informed consent was obtained from all individual participants included in the study. 

Competing interests

The authors declare that they have no competing interests.

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The authors declare that they have no conflicts of interests. 

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Appendices

Appendix 1

1.1 Recurrent and non-recurrent skills identified in this study

Recurrent skills

Non-recurrent skills

Definition of needs

Identifying potential persona

Definition of needs analysis

Interviewing people at train stations

Definition of persona construction

Identifying user behavior patterns based on interview data

Definition of interaction scenario

Finalizing persona via redundancy and integrity checking

Process of persona construction

Analyzing scenario needs

Five steps of scenario creation

Identifying scenario expectations

Writing scenario scripts

Appendix 2

1.1 Sample guide of relationship activity

For R1 students, the instructor is suggested to provide direct explanations of the game tasks; provide game task information in digestible amounts; help the student step by step and avoid overwhelming; instruction focuses on task completion; reinforce small improvements; explain consequences of nonperformance, such as not completing the game; check emotional level regularly.

For R2 students, the instructor is suggested to explain consequences of nonperformance, such as not completing the game; encourage trying; support risk-taking; praise and build confidence; ask students question to clarify their understandings of the game tasks; discuss details of the game tasks; explore related non-recurrent skills; compliment students when they finish the game tasks.

For R3 students, the instructor is suggested to provide direct explanations of the game task; support risk-taking; praise and build confidence; discuss details of game tasks; ask students question to clarify their understandings of the game tasks; encourage students to ask questions; compliment students when they finish the game tasks;

For R4 students, the instructor is suggested to explain consequences of nonperformance, such as not completing the game; seek “buy-in” through persuading; discuss details of game tasks with students; praise and build confidence; compliment students when they finish the game tasks.

For R5 students, the instructor is suggested to provide game task information in digestible amounts; help the student step by step; ask students question to clarify their understandings of the game tasks; discuss details of the game tasks; encourage students to ask questions; explore related non-recurrent skills.

For R6 students, the instructor is suggested to ask students question to clarify their understandings of the game tasks; discuss details of the game tasks; explore related non-recurrent skills; reinforce small improvements.

For R7 students, the instructor is suggested to provide direct explanations of the game tasks; help the student step by step; instruction focuses on task completion; reinforce small improvements.

For R8 students, the instructor is suggested to monitor gameplay activities; provide relatively light supervision regarding game completion; give freedom for risk taking; encourage autonomy of gameplay, such as explore other maps in the game.

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Zhong, L., Xie, Y. & Xu, L. The impact of personalization feature on students’ engagement patterns in a role-playing game: A cultural perspective. Educ Inf Technol 28, 8357–8375 (2023). https://doi.org/10.1007/s10639-022-11529-z

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