Proceedings of the 2017 ACM Workshop on Theory-Informed User Modeling for Tailoring and Personalizing Interfaces 2017
DOI: 10.1145/3039677.3039681
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Personalized Gaming for Motivating Social and Behavioral Science Participation

Abstract: Game-like environments are increasingly used for conducting research due to the affordances that such environments offer. However, the problem remains that such environments treat their users equally. In order to address this, personalization is necessary. In this paper we discuss the need to personalize gamified research environments to motivate participation by illustrating a playful platform called Mad Science, which is being developed to allow users to create social and behavioral studies. This discussion … Show more

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Cited by 23 publications
(21 citation statements)
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“…According to D. Dewey they should be distinguished. Whereas problem learning derives from a personalized query and is limited to an abstract solution to the problem (Harteveld & Sutherland, 2017;Shabihi, Taghiyareh & Abdoli, 2017), project-based learning is production-oriented and requires the application of theoretical and practical strategies to solve the problem.…”
Section: Problem Statementmentioning
confidence: 99%
“…According to D. Dewey they should be distinguished. Whereas problem learning derives from a personalized query and is limited to an abstract solution to the problem (Harteveld & Sutherland, 2017;Shabihi, Taghiyareh & Abdoli, 2017), project-based learning is production-oriented and requires the application of theoretical and practical strategies to solve the problem.…”
Section: Problem Statementmentioning
confidence: 99%
“…As we discussed earlier, in both the post-paper questionnaire and the post-game questionnaire, participants ranked to what extent they enjoyed each experiment from a great deal (1) to none at all (5). We found no significant result between the means of enjoyment in the two settings by including all the participants.…”
Section: Inferential Statisticsmentioning
confidence: 48%
“…Recruiting a huge range of participants covering all the demographics is challenging and only a small group of people might be intrinsically motivated to participate in a research. Thus, for those who do not find participation in a research intrinsically motivating, there would be a need for an additional or a segregated element to keep them engaged [1]. Embedding a psychological test in a gamified environment might provide incentive while at the same time reduce the cost of deployment by making it available for a wider majority of subjects [2].…”
Section: Affordances Of Gamification Of a Psychological Testmentioning
confidence: 99%
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