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Learning Performance Styles in Gamified College Classes Using Data Clustering

Author

Listed:
  • Sungjin Park

    (Graduate School of Business, Kyung Hee University, Seoul 02447, Republic of Korea)

  • Sangkyun Kim

    (Graduate School of Business, Kyung Hee University, Seoul 02447, Republic of Korea)

Abstract

This study aimed to investigate the efficacy of learning gamification in developing sustainable educational environments. To this end, gamified class data were analyzed to identify students’ learning performance patterns. The study sample comprised 369 data points collected across four point domains: Activity, Game, Project, and Exam Points, which students obtained in their gamified college courses conducted between 2016 and 2019. A K-means data clustering algorithm and silhouette analysis were utilized to evaluate student performances and determine differential learning styles in gamified environments. Cluster analysis revealed three types of learning patterns centered on performance, mastery, and avoidance. Based on our findings, we propose suggestions regarding class design for instructors considering using gamification strategies to support a sustainable educational environment. We also highlight the scope for future research in both in-person and online gamified learning.

Suggested Citation

  • Sungjin Park & Sangkyun Kim, 2022. "Learning Performance Styles in Gamified College Classes Using Data Clustering," Sustainability, MDPI, vol. 14(23), pages 1-13, November.
  • Handle: RePEc:gam:jsusta:v:14:y:2022:i:23:p:15574-:d:981526
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    References listed on IDEAS

    as
    1. Sungjin Park & Sangkyun Kim, 2022. "Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse," Sustainability, MDPI, vol. 14(3), pages 1-14, January.
    2. Sungjin Park & Sangkyun Kim, 2021. "Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning," Sustainability, MDPI, vol. 13(8), pages 1-12, April.
    3. Sangkyun Kim, 2015. "Team Organization Method Using Salary Auction Game for Sustainable Motivation," Sustainability, MDPI, vol. 7(10), pages 1-13, October.
    4. Antti Knutas & Jouni Ikonen & Dario Maggiorini & Laura Ripamonti & Jari Porras, 2016. "Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design," International Journal of Human Capital and Information Technology Professionals (IJHCITP), IGI Global, vol. 7(3), pages 47-62, July.
    5. Sungjin Park & Kyoungsoon Min & Sangkyun Kim, 2021. "Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences," Sustainability, MDPI, vol. 13(16), pages 1-10, August.
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