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Gamification is increasingly used in various application contexts, including digital learning systems. However, different users prefer different gamification elements. The popular Gamification User Types Hexad model (Marczewski, 2015) distinguishes six player types with specific preferences. A correspon¬ding instru¬ment, the Hexad scale, was developed and empirically studied by Tondello et al. (2016, 2019), but not specifically for digital learning systems. In this study, 461 students from 24 classes in upper secondary schools in Switzerland and Liechtenstein responded to the Hexad scale and reported preferences for gamification regarding a newly developed digital learning system (lernnavi). Confirmatory factor analysis indicated satisfactory fit of the six-dimensional model underlying the Hexad scale. However, complementary latent profile analyses did not support the theoretically predicted player profiles.