Abstract

The development of adaptive and personalized gamification according to its users is the focus of current research to maximize learning systems. The same games may have different consequences and responses in different users; therefore, gamification should be adaptive and personalized. A variety of approaches are used to investigate personalized adaptive gamification. For this reason, this study aims to develop a Systematic Literature Review (SLR) that summarizes current research and finds new gaps in personalized adaptive gamification. The development of SLR in this study discovers twenty-three papers taken from reputable sources from 2017 to 2022. This study identified user characteristics, game elements, and implementations of personalized adaptive gamification. Analysis shows that Hexad Player Type is famous for its user characteristics, while leaderboard is the gamification element that is frequently used. Moodle Learning Management System and Chi-Square Test are the most popular platform and analytics tools.

Original languageEnglish
Title of host publicationProceeding of the International Conference on Computer Engineering, Network and Intelligent Multimedia, CENIM 2022
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages218-223
Number of pages6
ISBN (Electronic)9781665476508
DOIs
Publication statusPublished - 2022
Event2022 International Conference on Computer Engineering, Network and Intelligent Multimedia, CENIM 2022 - Surabaya, Indonesia
Duration: 22 Nov 202223 Nov 2022

Publication series

NameProceeding of the International Conference on Computer Engineering, Network and Intelligent Multimedia, CENIM 2022

Conference

Conference2022 International Conference on Computer Engineering, Network and Intelligent Multimedia, CENIM 2022
Country/TerritoryIndonesia
CitySurabaya
Period22/11/2223/11/22

Keywords

  • Adaptive
  • Gamijication
  • Learning
  • Personality
  • Personalized

Fingerprint

Dive into the research topics of 'A Systematic Literature Review on Personalized Adaptive Gamification'. Together they form a unique fingerprint.

Cite this