Examination of the Hexad User Types and their Relationships with Gender, Game Mode, and Gamification Experience in the Context of Open and Distance Learning

Gamification, which is defined as the use of game design elements in non-game contexts, is put forward as a solution to low motivation and is suggested for the creation of a sustainable learning ecology in open and distance learning (ODL). The overall purpose of the present study was to examine the...

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Main Authors: Dilek Şenocak, Köksal Büyük, Aras Bozkurt
Format: Article
Language:English
Published: Online Learning Consortium 2021-12-01
Series:Online Learning
Subjects:
Online Access:https://olj.onlinelearningconsortium.org/index.php/olj/article/view/2276
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author Dilek Şenocak
Köksal Büyük
Aras Bozkurt
author_facet Dilek Şenocak
Köksal Büyük
Aras Bozkurt
author_sort Dilek Şenocak
collection DOAJ
description Gamification, which is defined as the use of game design elements in non-game contexts, is put forward as a solution to low motivation and is suggested for the creation of a sustainable learning ecology in open and distance learning (ODL). The overall purpose of the present study was to examine the distribution of the Hexad gamification user types and the correlations of gamification experience, game mode, and gender with the user types’ scores within the context of an ODL system. The researchers adapted quantitative cross-sectional survey design to seek answers in this study. The Hexad user types of distance learners were determined based on the online “Gamification User Types Hexad Scale.” Findings revealed that the most common user types in the ODL environment were Philanthropists, Achievers, and Free Spirits, followed by Socializers and Players with a lower mean, while the least common user type was Disruptors. Women tended to score higher than men on the Disruptor user type. Achievers, Socializers, Philanthropists, and Players preferred multiplayer game modes, while the game mode had little influence on Free Spirits and Disruptors. Regarding the gamification experience, Players and Free Spirits seemed to have more experience of gamified applications. This study provides insights to learning designers in developing gamified ODL systems to engage the different Hexad user types.
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spelling doaj.art-3ba82e0a066c4e3fa6ecaa0d433694b22024-02-03T09:42:57ZengOnline Learning ConsortiumOnline Learning2472-57492472-57302021-12-0125410.24059/olj.v25i4.2276Examination of the Hexad User Types and their Relationships with Gender, Game Mode, and Gamification Experience in the Context of Open and Distance LearningDilek Şenocak0Köksal Büyük1Aras Bozkurt2Anadolu UniversityAnadolu UniversityAnadolu University & University of South Africa Gamification, which is defined as the use of game design elements in non-game contexts, is put forward as a solution to low motivation and is suggested for the creation of a sustainable learning ecology in open and distance learning (ODL). The overall purpose of the present study was to examine the distribution of the Hexad gamification user types and the correlations of gamification experience, game mode, and gender with the user types’ scores within the context of an ODL system. The researchers adapted quantitative cross-sectional survey design to seek answers in this study. The Hexad user types of distance learners were determined based on the online “Gamification User Types Hexad Scale.” Findings revealed that the most common user types in the ODL environment were Philanthropists, Achievers, and Free Spirits, followed by Socializers and Players with a lower mean, while the least common user type was Disruptors. Women tended to score higher than men on the Disruptor user type. Achievers, Socializers, Philanthropists, and Players preferred multiplayer game modes, while the game mode had little influence on Free Spirits and Disruptors. Regarding the gamification experience, Players and Free Spirits seemed to have more experience of gamified applications. This study provides insights to learning designers in developing gamified ODL systems to engage the different Hexad user types. https://olj.onlinelearningconsortium.org/index.php/olj/article/view/2276Distance educationgamificationthe Hexad user typesgame modegamification experience
spellingShingle Dilek Şenocak
Köksal Büyük
Aras Bozkurt
Examination of the Hexad User Types and their Relationships with Gender, Game Mode, and Gamification Experience in the Context of Open and Distance Learning
Online Learning
Distance education
gamification
the Hexad user types
game mode
gamification experience
title Examination of the Hexad User Types and their Relationships with Gender, Game Mode, and Gamification Experience in the Context of Open and Distance Learning
title_full Examination of the Hexad User Types and their Relationships with Gender, Game Mode, and Gamification Experience in the Context of Open and Distance Learning
title_fullStr Examination of the Hexad User Types and their Relationships with Gender, Game Mode, and Gamification Experience in the Context of Open and Distance Learning
title_full_unstemmed Examination of the Hexad User Types and their Relationships with Gender, Game Mode, and Gamification Experience in the Context of Open and Distance Learning
title_short Examination of the Hexad User Types and their Relationships with Gender, Game Mode, and Gamification Experience in the Context of Open and Distance Learning
title_sort examination of the hexad user types and their relationships with gender game mode and gamification experience in the context of open and distance learning
topic Distance education
gamification
the Hexad user types
game mode
gamification experience
url https://olj.onlinelearningconsortium.org/index.php/olj/article/view/2276
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AT koksalbuyuk examinationofthehexadusertypesandtheirrelationshipswithgendergamemodeandgamificationexperienceinthecontextofopenanddistancelearning
AT arasbozkurt examinationofthehexadusertypesandtheirrelationshipswithgendergamemodeandgamificationexperienceinthecontextofopenanddistancelearning