This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification design with pedagogical goals, while mitigating risks such as the erosion of intrinsic motivation. A systematic literature review was conducted to identify ten widely discussed GDEs. Visual prototypes representing each element were developed, and a best-worst scaling (BWS) survey with 125 participants was administered to elicit preference rankings. Qualitative feedback was also collected to uncover motivational drivers. Learners consistently preferred GDEs that support learning processes directly-most notably progress bars, concept maps, immediate feedback, and achievements. Qualitative analysis revealed six recurring motivational themes, including visible progress, content relevance, and constructive feedback. The findings suggest that learners value gamification elements that are meaningfully integrated with educational content and support intrinsic motivation. Purpose-aligned gamification should prioritize tools that visualize learning progress and provide actionable feedback, rather than relying solely on extrinsic incentives.
翻译:本研究探讨了学习者在教育情境中对游戏设计元素(GDEs)的偏好,旨在为开发目的驱动的游戏化策略提供依据。研究强调以学习者为中心的方法,使游戏化设计与教学目标保持一致,同时缓解内在动机被削弱等风险。通过系统性文献综述,识别出十个广泛讨论的GDEs,并开发了代表每个元素的视觉原型。对125名参与者进行了最佳-最差标度(BWS)调查以获取偏好排序,并收集定性反馈以揭示动机驱动因素。学习者普遍倾向于直接支持学习过程的GDEs——尤其是进度条、概念图、即时反馈和成就系统。定性分析揭示了六个反复出现的动机主题,包括可见进展、内容相关性和建设性反馈。研究结果表明,学习者重视与教育内容有机关联并能支持内在动机的游戏化元素。目的导向的游戏化应优先考虑可视化学习进程和提供可操作反馈的工具,而非仅仅依赖外部激励。