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All content following this page was uploaded by Fiaz Majeed on 19 December 2023.
Muhammad Awais Hassan, Ume Habiba, Fiaz Majeed & Muhammad Shoaib
To cite this article: Muhammad Awais Hassan, Ume Habiba, Fiaz Majeed & Muhammad Shoaib
(2021) Adaptive gamification in e-learning based on students’ learning styles, Interactive
Learning Environments, 29:4, 545-565, DOI: 10.1080/10494820.2019.1588745
1. Introduction
Since its advent, E-learning has helped more than 81 million students (Retrieved from https://www.
class-central.com/) learn different courses and diverse skill sets across the globe. As compared to the
traditional educational system, E-learning provides a cost-effective and independent learning
environment to the students without their physical presence (Arkorful & Abaidoo, 2015). In many
underdeveloped countries, online learning platforms are being used as alternative resources to phys-
ical classrooms by instructors and technical institutes. Although enrollment in massive open online
courses (MOOCs) has increased exponentially since the last decade, only a minimal (7%−10%)
number of students can complete their enrolled courses (Freitas, Morgan, & Gibson, 2015). The
research community has tried to understand the factors behind these failures and has categorized
them into four major areas: (1) lack of collaboration and communication among students, (2) less
(learner-content, learner-instructor) interaction, (3) varying knowledge background and calibre of stu-
dents, and (4) lack of motivation in students (Freitas et al., 2015; Hew & Cheung, 2014; Khalil & Ebner,
2014; Kizilcec, Pérez-Sanagustín, & Maldonado, 2017).
The mechanics and components of the games have been applied in E-learning to make eLearning
more engaging and entertaining. This technique is called gamification. It is defined as “the
implementation of various gaming elements into a non-gaming context to increase user’s partici-
pation, motivation and interest for a particular task” (Kuo & Chuang, 2016). As such, gamification
of education involves the use of game elements (rewards, badges, and challenges) in a learning
environment (Seaborn & Fels, 2015; Simões, Redondo, & Vilas, 2013). These game elements induce
a sense of participation, motivation, and achievement among learners (Kapp, 2012). Also, it places a
positive impact on psychological and learning behaviors of students (Ferguson et al., 2017; Iscenco &
Li, 2014; Kapp, 2012).
Gamification elements improve the motivation of learners by fulfilling their psychological desires
of self-determination and competition (Deterding, 2014; Pe-Than, Goh, & Lee, 2014; Simões et al.,
2013). Motivation is a decisive factor in students’ learning that determines how much effort and
dedication they have put into learning a particular topic (Brophy, 2013). The motivation can be
grouped into intrinsic and extrinsic motivation. The extrinsic motivation of a person forces him or
her to complete an activity because of the temptation of a reward. With intrinsic motivation,
however, a player tends to do something purely for the sake of fun (Mekler, Brühlmann, Tuch, &
Opwis, 2017).
Feedback and reinforcement are also some of the commonly used gamification elements in
E-learning platforms. The feedback provided through progression enables learners to get an insight
into their goals and track their advancement in the course over time (Dichev, Dicheva, Angelova,
& Agre, 2014). The reinforcement is provided through a reward system that is used in gamification
to boost motivation and engagement of players. The player gets a reward after achieving a goal
or completing a challenge. The incorporation of the gamification elements in various E-learning plat-
forms has reduced the dropout ratio of learners, but these entities are unable to provide strong evi-
dence of their efficiency due to a lack of student interest and motivation in online courses. The
rewards used in most gamified activities induce only extrinsic motivation among the players by
offering various incentives to control their behavior. If a reward is perceived as a behavior-controlling
mechanism, it fosters the feeling of incompetence and powerlessness (Hanus & Fox, 2015). Moreover,
the reward offered for a task in which the player is already interested can harm the player’s motiv-
ation (Hanus & Fox, 2015).
(1) How can the system effectively identify different learning dimensions of each learner?
(2) How can the system provide adaptive gamified activities according to the learner’s type?
(3) Can adaptive gamification enhance course completion rates, motivation (extrinsic and intrinsic),
and collaboration among the students?
2. Literature review
2.1. Identification of learning dimensions
A learning dimension or style consist of characteristics or preferences of students with which they
process input and perceive the information (Hanus & Fox, 2015). Learning styles of students have
been characterized based on existing theoretical models. These learning style models include
Kolb’s Learning Style Inventory (Aşkar & Akkoyunlu, 1993), Myers-Briggs Type Indicator (MBTI)
(Myers, McCaulley, Quenk, & Hammer, 1998), Gregorc learning style model (Gregorc & Ward, 1982),
Felder-Silverman Learning Style Model (Felder & Silverman, 1988) and Honey and Mumford learning
style questionnaire (Honey & Mumford, 1992). This section refers to the existing work that uses the
above instruments to identify the learning style of the student. Angelo et al. employed Kolb’s learn-
ing style inventory for assisting the educators in identifying learning style of undergraduate students
of nursing (D’Amore, James, & Mitchell, 2012). The results show a significant relationship between the
demographics and learning styles of students. The idea of an adaptive eLearning environment based
on the student’s personality was presented by Essaid (El Bachari, Abdelwahed, & El Adnani, 2010). The
model used MBTI for identifying learning styles that further helped to present adaptive instructional
models. Norasmah & Mohd (Othman & Amiruddin, 2010) proposed learning model VARK (Visual,
Aural, Read/Write, Kinesthetic) that classifies students among four dimensions namely: visual, aural,
reading and kinesthetic. The VARK model not only involves inherent or intelligence skills but the
skills that learners are used for information gathering and understanding. The navigational patterns
of learners were analyzed by S. Graf (Graf & Liu, 2010) within a Learning Management System (LMS).
The purpose of this study was to get an idea that how learners with different learning styles are used
to interact with the system. Based on these patterns, students’ profiles were modeled. The authors
used Felder-Silverman ILS (Index of Learning Style) to determine the learning dimensions of the stu-
dents. These identified learning styles helped to make the LMS adaptive.
and Mumford (1992) to assess whether it helped to predict students’ performance in two different
modes of study. The academic results of the students studying in different modes showed that
there was no significant difference among the students of both groups regarding assessment
scores or exam or cumulative scores. Despite this criticism, a considerable number of educators
have incorporated learning styles into their instructional techniques. The 72% of higher educational
institutes located in the USA taught “learning type theories” to their educators for development of
online instructions (Meyer & Murrell, 2014). All these theories against teaching according to learning
styles has been built and tested in traditional classrooms settings. In the traditional classrooms, it is
challenging to provide adaptive education with respect to learning styles however that is not the case
in the eLearning classes. We believe learning style theories are essential in eLearning environment
and the results of the study strongly approve the concept.
Neil (Rigole et al., 2017) explored the use of badges and other gamification elements to
enhance engagement, participation, and achievement in online learning platforms (Rigole et al.,
2017). The badges were used as identifiers of achievement. The results of a pilot case study
showed an increase in the engagement of students by employing the above strategies. Utomo
developed a pedagogical agent enriched by gamification (Utomo & Santoso, 2015) to improve
learning activities and behavior of learners. This pedagogue provided real-time and adaptive feed-
back of classified learner activities based on their behavior. The evaluation of the proposed design
showed a high impact on motivation and collaboration of learners. Simões, Díaz & Fernández pre-
sented a social gamification framework for http://schoooools.com (Aleman, Palmer-Brown, &
Jayne, 2011), a social learning environment, which aims to assist educators and schools with a
set of powerful and engaging educational tools to improve students’ motivation and learning out-
comes. This framework provided multiple tools to the instructor and delivered adapted contents
according to learning context and student’s profile. However, they did not provide any empirical
statistics about this approach.
Panagiotis et al. (2016) discussed results after applying various gamification elements on a pro-
gramming course that showed a positive impact on the performance and motivation of students. Stu-
dents were provided with feedback about their misconceptions and achievements. This feedback
helped learners to explore their performance and make required changes in their behavior.
Ahmed & Adolfo discussed the design and development of an educational game based environment
for teaching students about a healthy diet (Fadhil & Villafiorita, 2017). This system incorporated points
and leaderboard (gamification elements) for user’s engagement. A user can earn a point by providing
correct answers to the quizzes about food and diet. Kim and Lee (J. T. Kim & Lee, 2015) presented a
dynamic model for the gamification of learning platforms. This model used four factors (curiosity,
challenge, fantasy, and control) for intrinsic motivation to maximize learning effectiveness. The
gamification elements used in this study are levels, points, leaderboards, goals, badges, and feedback.
In summary, although the E-learning platforms with gamification elements increase the motiv-
ation and interest of the students. However, these frameworks have failed to reduce the drop out
ratio. Students in these online learning platforms possess diverse cognitive and behavioral patterns.
Despite the above fact, each student in the E-learning platforms is presented with identical gamifica-
tion elements which cause the feeling of boredom and reluctance. The existing studies lack in pro-
viding personalized gamified experience to each student and do not adequately identify their
learning styles. Table 1 presents a comparison between the features of existing gamification based
E-learning platforms and the proposed framework.
3. Proposed solution
In this paper, we have proposed a framework in which each student is presented with adaptive
gamification experience (activities and elements) according to his learning dimensions. These adap-
tive gamified activities tend to induce extrinsic as well as an intrinsic motivation among the learners.
The general overview of the proposed system and data flow is shown in Figure 1.
work to build an interactional profile of a student. The information of the following three interactions is
logged for each student:
a) Collaborative Interactions
The type of interactions in which a user collaborates, talks, discusses or shares ideas or knowledge
with his peers or instructor is called collaborative interactions. For example, if a student replies to
the query of a student at some discussion forum, then this interaction will be termed as collaborative
interaction as the students are discussing and sharing knowledge. Similarly, throwing challenges to
friends, sharing contents on social media, and posting achievements on Facebook wall are also activi-
ties classified as the collaborative interactions.
b) Gamification Interactions
Each action that leads toward earning a gamification element is termed as gamification interactions.
The gamification elements that we have used in this paper are badges, levels, progress bars, earning
multiple badges and achievements of points.
c) Content Interactions
Content interaction is interaction or activity in which a learning or content object is involved. For
example, if a student reads a pdf lecture, a learning object (pdf lecture) is involved in this interaction
hence it will be termed as content interaction. Similarly, submitting an assignment and communicat-
ing with the instructor are some primary content interactions.
they hear (verbal or written explanations). The verbal types of learners demonstrate better results for
the data which they receive in textual form.
3.1.3.1. Learner type identifier. This component identifies each learning dimension of a student
based on the information stored in the student model. When a student performs some activity,
the interaction category and time taken to perform the activity is logged into the system.
Before we give the formula to identify learning dimensions, the following definitions are
provided.
554 M. A. HASSAN ET AL.
Ax = {A1 , A2 , A3 . . . . . . Ai }
Tx = {T1 , T2 , T3 . . . . . . .TI }
d. Score Function
Let Score be the function that calculates the possibility for user “x” to have the learning dimension
LD. If the score value is high, the higher is the possibility that user belongs to the particular learning
dimension.
n
Score(LD , x) = ((Ai + (Ti × IsTimp (Ai ))) × IsSLD (Ai , LD )) (1)
i=1
4. Experiments
4.1. Experimental layout
We performed two experiments to evaluate the performance of the proposed system. The partici-
pants of both experiments were the students of the 2nd year of an undergraduate class in computer
556 M. A. HASSAN ET AL.
science, having an average age of 22–28 years. A total of 200 students were enrolled in the class of
Data Base Management System (DBMS) and were randomly distributed among two sections for
administrative ease. Each section had both male and female students with a proportion of 48%
and 52% respectively.
Figure 4. (a) Suggested Behavior for Active, Reflective Learners (b) Suggested Behavior for Sensing, Intuitive Learners (c)
Suggested Behavior for Sequential, Global Learners (d) Suggested Behavior for Visual, Verbal Learners
5.1. Results
The total of 200 students was enrolled in both sections, but 185 of them participated and filled the
survey. However, the ten surveys were incomplete, so they were not selected for further processing.
The results of 175 questionnaires are compiled in Table 5 that shows a significant increase in course
completion rate as well as an elevation in other factors like motivation level and collaboration.
A comparison between the percentages of course completion, interaction and motivation rate of
the students from Section A and B are drawn in Figure 5.
A comparison of learners’ type identified through the system and the questionnaire Figure 7(a–d).
is given in Figure 6.
The results from Figure 7(a–d) are used further to calculate accuracy, precision, and recall in
Table 6.
5.2.1. Comparison of motivation when studying course with fixed gamification vs. adaptive
gamification
To verify whether the results are significant, we stated the null and alternative hypothesis as following
and applied two tails z-test with using proportions from section (A, B).
H0: Adaptive gamification experience does not influence the motivation of learners.
H1: Students studying courses with adaptive gamification experience have high motivation than those having
fixed gamification experience.
For significance testing, we compared proportions of the motivation of learners from both exper-
iments (I, II) in Table 5 using two-tailed z-test with the formula:
p^1 − p^2
z =
(7)
1 1
p∗ (1 − p∗) +
n1 n2
x1 + x2 x1 x2
p∗ = , pˆ1 = and pˆ2 =
n 1 + n2 n1 n2
Where, n1 and n2 are the total number of students in section A and B respectively. x1 and x2 are the
number of students from section A and B who said “yes”. The confidence interval used in this testing
was α = 0.05. Z-value obtained from this testing was −3.25 and P-value was 0.0012 < 0.05.
560 M. A. HASSAN ET AL.
Figure 7. (a) Four-fold Graph for Active-Reflective Learners (b) Four-fold Graph for Sensing-intuitive learners (c) Four-fold Graph for
Visual-Verbal Learners (d) Four-fold Graph for Sequential-Global Learners
H1: Courses with adaptive gamification experience have the same completion rates as of those offering fixed
gamification experience.
For the testing of this hypothesis, the proportions of students who completed their courses were
collected (Table 5) from experiments (I, II). These proportions were tested using two-tailed z-test
using the formula mentioned in section 5.1.1, z-value was −3.388 and the corresponding p-value
was 0.001.
INTERACTIVE LEARNING ENVIRONMENTS 561
6. Discussion
In this research, we have effectively identified the learner type of each student based on their inter-
actions with the system. For both sections A and B, the system has successfully identified the learning
dimension of each student (Figure 7). The integers in four quadrants of each graph Figure 7(a–d), rep-
resent, i.e. upper left area and lower right area shows the learning dimensions that were correctly
classified by the proposed system. The region with red shaded area in the upper right and the
lower left side shows the number of instances for which the proposed system did not correctly clas-
sify the learning dimensions.
We also performed a manual survey to find the learning type using Felder Silverman Learning
Style Model (FSLSM). These results show that the proposed system has correctly identified the learn-
ing dimension of the student with accuracy of 72.57% for <Active, Reflective>, 77.1% for <Sensing,
Intuitive>, 75.42% for <Visual, Verbal> and 78.8% for <Sequential, Global> learners. The highest error
rate is 25.7% for the information processing dimension, and the lowest error rate is 21.14% for infor-
mation understanding dimension. The error rates for the information perception dimension and the
information input dimensions are 22.8% and 24.57%, respectively. Overall, the low error rate of
23.55% shows the high performance of the proposed system to identify learning types of learners.
The proposed system automatically provides gamification elements to an enrolled student accord-
ing to his learning type (Table 3). Leaderboards and challenges are gamification elements that provide
social communication channels to learners. Therefore, active learners were presented with these two
gamification elements. Reflective learners are keen on self-study, so in order to monitor their progress
and assess their expert level, feedback and a progress bar were used. Because sensing learners tend to
practice the material and focus on facts, figures, and details, they were presented with challenges,
badges, and levels. To fulfill the need for innovation in content material for intuitive learners, they
were presented with multiple content objects to avoid repetition and assess their mastery levels in con-
cepts. A progress bar and points were visually appealing to visual learners, and these gamification
elements helped them in monitoring their progress and enticing them to learn. Verbal learners were
presented with challenges and points to sense the textual input.
Furthermore, sequential learners tended to absorb things gradually. Thus, their learning objects, at
different levels, were accompanied by some challenges that assessed their level of information
absorption. Feedback shown to global learners assisted them in judging their mastery levels as
they tended to skip most of the content and did not prefer to go into detail about the concepts.
After the application of adaptive gamification, the course-completion ratio increased significantly
from 33.33% to 58.82% (Table 5). The significance test (section 6.1) rejected the null hypothesis with a
p-value (0.0012 < 0.05) that confirms course completion rate increased significantly. Similarly, the
motivation level for students from section (A) increased from 37.78% to 62.35%. The null hypothesis
that adaptive gamification does not increase motivation among students is also rejected through sig-
nificance testing (section 5.1) with a p-value (0.001 < 0.05). Students with adaptive gamification per-
formed 22% more interactions with the system than the students with fixed gamification for
everyone. The P-value for interactions (p = 0.003 < 0.05) proves that the interactions with the
course are enhanced by using adaptive gamification. The purpose of this research is to improve stu-
dents’ performance, motivation, and course-completion rates using personalized gamification
elements based on the learning styles of students. However, a more critical reader may argue that
the same or better results can be achieved with fewer gamification elements while using no learning
styles. In future work, we need to pursue the hypothesis and perform comparative analysis on
whether fewer gamification elements alone can achieve better results.
motivation, increased interaction, and decreased drop-out ratio. The results demonstrated that adap-
tive gamification elements and activities selected according to the learning dimensions of learners
could significantly increase factors like motivation, course completion, interest, and interaction in
the E-learning course. Moreover, the learning dimensions identified by this system showed encoura-
ging results with low error rates.
The research does not provide any feedback to students on their week concepts. Also, the system
does not motivate students, so they cover what they have missed. In future, the system can be
extended to provide the feedback based on the student learning type and motivate students
using adaptive gamification elements so their performance should be improved.
Disclosure statement
No potential conflict of interest was reported by the authors.
Notes on contributors
Dr Muhammad Awais Hassan is assisstant professor at Computer Science and Engineering Department at the University
of Engineering and Technology. He is Gold Medalist of Punjab University. He has completed his MS from UET Lahore and
currently doing Ph.d from the same university. His research interest includes Natural Language Processing, Semantic
Web, Software Arechitecture and Open source Software Development.
Miss Ume Habiba is a post Graduate student of computer science at Computer Science and Engineering Department at
the University of Engineering and Technology Lahore, Pakistan. Her research interests include gamification, and adaptive
learning. She is also working as a research assistant in UET Lahore.
Dr Fiaz Majeed is an assistant professor at University of Gujrat (UOG). He has completed his Ph.D from UET Lahore. His
research interests include information retreival, data warehousing, and data streams.
Dr Muhammad Shoaib is a professor at Computer Science and Engineering Department at the University of Engineering
and Technology Lahore, Pakistan. He received his MSc in computer science from Islamia University, Pakistan. He has com-
pleted his PhD from the University of Engineering and Technology, Pakistan in 2006. His Post Doc. is from Florida Atlantic
University, USA, in 2009. His current research interests include information retrieval systems, information systems, soft-
ware engineering and semantic web.
ORCID
Muhammad Awais Hassan http://orcid.org/0000-0002-2738-4927
Ume Habiba http://orcid.org/0000-0001-5488-2959
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Appendix
Appendix A. Questionnaire for determining learning type and motivation of students
Question No 1: My motivation after enrolling in this course enhanced/remained constant throughout the course
Question No 4: I have just going through the things in the lectures without been knowing where I am going
1) To get a better job after 2) To prove myself that I am can learn any skill with hard work
3) Knowledge about different things interests me 4) for the pleasure that I get from achievements
Question No 6: When I think about what I did yesterday, I am most likely to get
. A picture
. A word
. Talk about it
. Think about it
. In a study group
. Alone
. What I see
. What I hear
. Certainty
. Theory