From: The effects of personalized gamification on students’ flow experience, motivation, and enjoyment
Study | PM | EA | SS | CE | CS | R |
---|---|---|---|---|---|---|
Monterrat et al. (2014b) | – | – | – | Not | Not | – |
Monterrat et al. (2014a) | BrainHex | – | – | Not | Not | – |
Lavoué et al. (2018) | BrainHex | Motivation | 266 | Yes | Yes | Personalization positively affects students’ motivation |
Sajjadi et al. (2014) | – | Engagement and flow experience | – | Not | Not | – |
Gil et al. (2015) | – | – | – | Not | Not | – |
Marinho et al. (2019) | Bartle’s | Flow | 18 | Yes | Not | No significant difference |
Stuart et al. (2020) | Hexad | Motivation and engagement | 258 | Yes | Yes | Personalization positively affects students’ experience |
Oliveira et al. (2020) | BrainHex | Flow | 121 | Yes | Yes | No significant difference |
Our study | BrainHex | Enjoyment, gamification perception, motivation, and flow experience | 121 | Yes | Yes | Varied |