
Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology
Author(s) -
A E J Van Gaalen,
Johanna Schönrock-Adema,
Remco Renken,
Debbie Jaarsma,
Janniko R. Georgiadis
Publication year - 2022
Publication title -
jmir serious games
Language(s) - English
Resource type - Journals
ISSN - 2291-9279
DOI - 10.2196/30464
Subject(s) - varimax rotation , cheating , viewpoints , psychology , context (archaeology) , salient , mathematics education , computer science , social psychology , artificial intelligence , cronbach's alpha , clinical psychology , art , paleontology , visual arts , biology , psychometrics
Background Game-based learning appears to be a promising instructional method because of its engaging properties and positive effects on motivation and learning. There are numerous options to design game-based learning; however, there is little data-informed knowledge to guide the choice of the most effective game-based learning design for a given educational context. The effectiveness of game-based learning appears to be dependent on the degree to which players like the game. Hence, individual differences in game preferences should be taken into account when selecting a specific game-based learning design. Objective We aimed to identify patterns in students’ perceptions of play and games—player types and their most important characteristics. Methods We used Q methodology to identify patterns in opinions on game preferences. We recruited undergraduate medical and dental students to participate in our study and asked participants to sort and rank 49 statements on game preferences. These statements were derived from a prior focus group study and literature on game preferences. We used by-person factor analysis and varimax rotation to identify common viewpoints. Both factors and participants’ comments were used to interpret and describe patterns in game preferences. Results From participants’ (n=102) responses, we identified 5 distinct patterns in game preferences: the social achiever, the explorer, the socializer, the competitor, and the troll. These patterns revolved around 2 salient themes: sociability and achievement. The 5 patterns differed regarding cheating, playing alone, story-telling, and the complexity of winning. Conclusions The patterns were clearly interpretable, distinct, and showed that medical and dental students ranged widely in how they perceive play. Such patterns may suggest that it is important to take students’ game preferences into account when designing game-based learning and demonstrate that not every game-based learning-strategy fits all students. To the best of our knowledge, this study is the first to use a scientifically sound approach to identify player types. This can help future researchers and educators select effective game-based learning game elements purposefully and in a student-centered way.