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

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 pr...

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Autores: Sipone, Silvia, Abella García, Víctor, Rojo, Marta, Moura Berodia, José Luis
Tipo de recurso: artículo
Fecha de publicación:2025
País:España
Repositorio:UCrea Repositorio Abierto de la Universidad de Cantabria
Idioma:inglés
OAI Identifier:oai:dnet:ucreareposit::50fa35b6adf7957fba7f6598ac880416
Acceso en línea:https://hdl.handle.net/10902/35617
Access Level:acceso abierto
Palabra clave:Gamification
Hexad scale
ClassCraft
Learning
Primary education
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spelling Gamification and player type: relationships of the HEXAD model with the learning experienceSipone, SilviaAbella García, VíctorRojo, MartaMoura Berodia, José LuisGamificationHexad scaleClassCraftLearningPrimary educationGamification 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.This research has been possible thanks to the Margarita Salas Grant financed with Next Generation EU funds from the European Union through the "Plan de Recuperación Transformación y Resiliencia" (Recovery, Transformation and Resilience Plan).SpringerUniversidad de Cantabria20252025-01-01journal articlehttp://purl.org/coar/resource_type/c_6501NAhttp://purl.org/coar/version/c_be7fb7dd8ff6fe43info:eu-repo/semantics/articlehttps://hdl.handle.net/10902/35617Journal of New Approaches in Educational Research, 2025, 14(1), 1reponame:UCrea Repositorio Abierto de la Universidad de Cantabriainstname:Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2Attribution 4.0 Internationalhttp://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessoai:dnet:ucreareposit::50fa35b6adf7957fba7f6598ac8804162025-07-01T11:58:01Z
dc.title.none.fl_str_mv Gamification and player type: relationships of the HEXAD model with the learning experience
title Gamification and player type: relationships of the HEXAD model with the learning experience
spellingShingle Gamification and player type: relationships of the HEXAD model with the learning experience
Sipone, Silvia
Gamification
Hexad scale
ClassCraft
Learning
Primary education
title_short 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_sort Gamification and player type: relationships of the HEXAD model with the learning experience
dc.creator.none.fl_str_mv Sipone, Silvia
Abella García, Víctor
Rojo, Marta
Moura Berodia, José Luis
author Sipone, Silvia
author_facet Sipone, Silvia
Abella García, Víctor
Rojo, Marta
Moura Berodia, José Luis
author_role author
author2 Abella García, Víctor
Rojo, Marta
Moura Berodia, José Luis
author2_role author
author
author
dc.contributor.none.fl_str_mv Universidad de Cantabria
dc.subject.none.fl_str_mv Gamification
Hexad scale
ClassCraft
Learning
Primary education
topic Gamification
Hexad scale
ClassCraft
Learning
Primary education
description 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.
publishDate 2025
dc.date.none.fl_str_mv 2025
2025-01-01
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
NA
http://purl.org/coar/version/c_be7fb7dd8ff6fe43
info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://hdl.handle.net/10902/35617
url https://hdl.handle.net/10902/35617
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.rights.none.fl_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution 4.0 International
http://creativecommons.org/licenses/by/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution 4.0 International
http://creativecommons.org/licenses/by/4.0/
eu_rights_str_mv openAccess
dc.publisher.none.fl_str_mv Springer
publisher.none.fl_str_mv Springer
dc.source.none.fl_str_mv Journal of New Approaches in Educational Research, 2025, 14(1), 1
reponame:UCrea Repositorio Abierto de la Universidad de Cantabria
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reponame_str UCrea Repositorio Abierto de la Universidad de Cantabria
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