Investigating the Implementation and Effects of Personalized Gamification in Education
summary
A systematic review identifies gaps, then a new player type model is synthesized from four prominent models and a validated questionnaire is developed; cognitive diagnosis models (CDMs) are applied to produce hybrid player type profiles instead of single dominant labels; a classroom system called GOPLAY delivers tailored game elements and a mixed‑method evaluation finds the personalized gamification group significantly outperforms the one‑size‑fits‑all group; current personalization is static and plans move toward dynamic adaptation.
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