Logo do repositório
 
Publicação

Playing solo, against rivals, or in a team? Exploring individual, competitive, and cooperative dynamics in gamified digital education

dc.contributor.authorCoelho, Franz
dc.contributor.authorRando, Belén
dc.contributor.authorBernardes, Rafael
dc.contributor.authorPontífice-Sousa, Patrícia
dc.contributor.authorGonçalves, Daniel
dc.contributor.authorAbreu, Ana Maria
dc.date.accessioned2025-12-15T12:26:21Z
dc.date.available2025-12-15T12:26:21Z
dc.date.issued2025-12-04
dc.description.abstractWhile gamification is increasingly applied in education, research rarely compares distinct social dynamics and evaluates their cognitive, emotional, and motivational impact in a learning context. This study examines the effects of social gamification in education using a digital learning platform and a randomized controlled trial (RCT). Following research standards (CONSORT, Cochrane Collaboration, EVAT©), we compared individual, competitive, and cooperative gamification modes to assess the impact of social dynamics on nursing undergraduate students (n?=?42). We analyzed participant characteristics (sociodemographics, gaming habits, player traits) alongside cognitive (learning, engagement, eye-tracking visual attention), emotional (facial emotion recognition), and motivational (intrinsic motivation) outcomes. Participants in the individual mode showed significantly higher eye-tracking visual attention than those in competition or cooperation modes. Social gamification appeared to reduce attention, likely due to cognitive overload from digital multitasking and distractions. Given the rise of the attention economy, individual gamified sessions may better sustain focus, aligning with trends toward personalized digital learning. Digital social gamification may not mirror the benefits of in-person interaction. The absence of significant differences in outcomes beyond visual attention may stem from contextual factors—such as weak social traits, low gaming interest, and health-related backgrounds—suggesting effective gamified strategies must align with learner profiles and context.eng
dc.identifier.citationCoelho, F., Rando, B., Bernardes, R., & Pontífice-Sousa, P. et al. (in press). Playing solo, against rivals, or in a team? Exploring individual, competitive, and cooperative dynamics in gamified digital education. Entertainment Computing, 56, Article 101065. https://doi.org/10.1016/j.entcom.2025.101065
dc.identifier.doi10.1016/j.entcom.2025.101065
dc.identifier.eid105025194630
dc.identifier.issn1875-9521
dc.identifier.otherbb449bac-7dd1-4089-8dfd-7595f20cc5f3
dc.identifier.urihttp://hdl.handle.net/10400.14/55908
dc.identifier.wos001638152700001
dc.language.isoeng
dc.peerreviewedyes
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectAdult learning
dc.subjectGamification
dc.subjectHuman-computer interaction
dc.subjectMedia in education
dc.subjectSocial learning
dc.titlePlaying solo, against rivals, or in a team? Exploring individual, competitive, and cooperative dynamics in gamified digital educationeng
dc.typeresearch article
dspace.entity.typePublication
oaire.citation.titleEntertainment Computing
oaire.citation.volume56
oaire.versionhttp://purl.org/coar/version/c_ab4af688f83e57aa

Ficheiros

Principais
A mostrar 1 - 1 de 1
A carregar...
Miniatura
Nome:
134926499.pdf
Tamanho:
4.85 MB
Formato:
Adobe Portable Document Format