From: Effect of OSLM features and gamification motivators on motivation in DGBL: pupils' viewpoint
 | Frequency | Percentage (%) |
---|---|---|
Gender | ||
 Boy | 72 | 52.6 |
 Girl | 65 | 47.4 |
MG version | ||
 Version 1 (without any OLM element) | 29 | 21.2 |
 Version 2 (with OLM elements) | 49 | 35.8 |
 Version 3 (with OSLM elements) | 59 | 43.1 |
Grade | ||
 1st | 17 | 12.4 |
 2nd | 77 | 56.2 |
 3rd | 43 | 31.4 |
Times played MG | ||
 Less than 5 | 99 | 72.3 |
 5–10 | 29 | 21.2 |
 More than 10 | 9 | 6.6 |
Amount of numbers selected | ||
 Less than 5 | 52 | 38.0 |
 5–15 | 42 | 30.7 |
 More than 15 | 43 | 31.4 |