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The Effects of Gamification on Students' Emotions: A Controlled Experimental Study

dc.contributor.authorOliveira, Wilk
dc.contributor.authorScaico, Pasqueline Dantas
dc.contributor.authorHamari, Juho
dc.contributor.authorPereira, Leonardo Tortoro [UNESP]
dc.contributor.authorHayasaka, Alexandre Jun [UNESP]
dc.contributor.institutionUniversidade Estadual Paulista (UNESP)pt
dc.date.accessioned2026-08-05T18:26:45Z
dc.date.issued2025-07-17
dc.description.abstractOne of the primary objectives of gamified education is to promote students' behavior change to provide a positive learning experience. Most studies, however, focus exclusively on studying how students experience the systems, ignoring the emotions generated by sensory information. To fill this lack, we conducted a between-subjects controlled experiment (N = 62) to analyze the effects of gamification on students' basic emotions (i.e., happiness, sadness, anger, surprise, fear, and disgust). Based on descriptive and inferential statistical techniques, we compared the students' basic emotions between participants who used a gamified version of a learning management system (experimental group) and a group that used the system with identical educational tasks without gamification (control group). The primary results reveal that anger was the most frequently observed emotion in both system versions, whereas scare was the least expressed emotion in both versions. No significant differences in emotions between groups were registered. We contribute especially to the fields of educational technologies and gamification with insights into the effects of gamification on students' basic emotions.
dc.description.affiliationGamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Tampere, Finland
dc.description.affiliationUniversidade Estadual Paulista (UNESP), Instituto de Geociências e Ciências Exatas, Rio Claro, Brasil
dc.description.affiliationUnespUniversidade Estadual Paulista (UNESP), Instituto de Geociências e Ciências Exatas, Rio Claro, Brasil
dc.identifierhttps://app.dimensions.ai/details/publication/pub.1194026336
dc.identifier.dimensionspub.1194026336
dc.identifier.doi10.1109/icalt64023.2025.00057
dc.identifier.isbn979-8-3315-6530-5
dc.identifier.orcid0000-0003-3928-6520
dc.identifier.orcid0000-0002-6573-588X
dc.identifier.orcid0000-0003-3032-6653
dc.identifier.urihttps://hdl.handle.net/11449/329105
dc.publisherInstitute of Electrical and Electronics Engineers (IEEE)
dc.rights.accessRightsAcesso restritopt
dc.rights.sourceRightsclosed
dc.sourceDimensions
dc.titleThe Effects of Gamification on Students' Emotions: A Controlled Experimental Study
dc.typeArtigopt
dc.typeTrabalho apresentado em eventopt
dspace.entity.typePublication
relation.isOrgUnitOfPublication4763ec56-704e-41e0-9685-b5bef5946feb
relation.isOrgUnitOfPublication.latestForDiscovery4763ec56-704e-41e0-9685-b5bef5946feb
unesp.campusUniversidade Estadual Paulista (UNESP), Instituto de Geociências e Ciências Exatas, Rio Claropt

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