Seiji Isotani

Seiji Isotani

orcid

Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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29 June 2022 in Education and Information Technologies
Verified
Journal Article
Open access
PDF file
Wilk OliveiraWilk Oliveira
Wilk Oliveira
JHJuho Hamari
Juho Hamari
LSLei Shi
Lei Shi
ATArmando M. Toda
Armando M. Toda
LRLuiz Rodrigues
Luiz Rodrigues
SISeiji Isotani
Seiji Isotani
Gamification has been widely used to design better educational systems aiming to increase students’ concentration, motivation, engagement, flow experience, and others positive experiences. With advances in research on gamification in education, over the past few years, many studies have highlighted the need to tailor the gamification design properties to match individual students’ needs, characteristics and preferences. Thus, different studies have been conducted to personalize the gamification in education. However, the results are still contradictory and need to be better understood to advance this field. To provide a complete understanding of this research domain, we conducted a systematic literature review to summarize the results and discussions on studies that cover the field of tailored gamified education. Following a systematic process, we analysed 2108 studies and identified 19 studies to answer our research questions. The results indicate that most of the studies only consider students’ gamer types to tailor the systems, and most of the experiments do not provide sufficient statistical evidence, especially regarding learning performance using tailored gamified systems. Based on the results, we also provided an agenda with different challenges, opportunities, and research directions to improve the literature on tailored gamification in education. Our study contributes to the field of gamification design in education.

4 December 2019 in Smart Learning Environments
Verified
Journal Article
Open access
PDF file
ATArmando M. Toda
Armando M. Toda
AKAna C. T. Klock
Ana C. T. Klock
WOWilk Oliveira
Wilk Oliveira
PPPaula T. Palomino
Paula T. Palomino
LRLuiz Rodrigues
Luiz Rodrigues
ACAlexandra I. Cristea
Alexandra I. Cristea
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of gamified strategies. This paper analysed the game elements employed in gamified learning environments through a previously proposed and evaluated taxonomy while detailing and expanding this taxonomy. In the current paper, we describe our taxonomy in-depth as well as expand it. Our new structured results demonstrate an extension of the proposed taxonomy which results from this process, is divided into five dimensions, related to the learner and the learning environment. Our main contribution is the detailed taxonomy that can be used to design and evaluate gamification design in learning environments.

24 March 2014
Verified
Conference Paper
Open access
PDF file
SBSimone de Sousa Borges
Simone de Sousa Borges
VDVinicius H. S. Durelli
Vinicius H. S. Durelli
HRHelena Macedo Reis
Helena Macedo Reis
SISeiji Isotani
Seiji Isotani


29 March 2022 in Smart Learning Environments
Verified
Journal Article
Open access
PDF file
Wilk OliveiraWilk Oliveira
Wilk Oliveira
JHJuho Hamari
Juho Hamari
SJSivaldo Joaquim
Sivaldo Joaquim
ATArmando M. Toda
Armando M. Toda
PPPaula T. Palomino
Paula T. Palomino
SISeiji Isotani
Seiji Isotani
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user’s traits. Currently, there is a dearth of research on the effect of user traits on the results of gamification. Gamer types (personality traits related to gaming styles and preferences) are considered some of the most relevant factors affecting the individual’s susceptibility to gamification. Therefore, in this study we investigate how gamer types from the BrainHex taxonomy (achiever, conqueror, daredevil, mastermind, seeker, socializer and survivor) moderate the effects of personalized/non-personalized gamification on users’ flow experience (challenge-skill balance, merging of action and awareness, clear goals, feedback, concentration, control, loss of self-consciousness andautotelicexperience), enjoyment, perception of gamification and motivation. We conducted a mixed factorial within-subject experiment involving 121 elementary school students comparing a personalized version against a non-personalized version of a gamified education system. There were no main effects between personalization and students’ flow experience, perception of gamification and motivation, and enjoyment. Our results also indicate patterns of characteristics that can lead students to the high flow experience (e.g., those who prefer to play multiplayer have a high flow experience in both personalized and non-personalized versions). Based on our results, we provided recommendations to advance the design of gamifed educational systems.

14 February 2015 in Requirements Engineering
Verified
Journal Article
Closed access
PDF file
DDDiego Dermeval
Diego Dermeval
JVJéssyka Vilela
Jéssyka Vilela
IBIg Ibert Bittencourt
Ig Ibert Bittencourt
JCJaelson Castro
Jaelson Castro
SISeiji Isotani
Seiji Isotani
ASAlan Silva
Alan Silva