Benefits of collaborative learning are established and gamification methods have been used to motivate students towards achieving course goals in educational settings. However, different users prefer different game elements and rewarding approaches. We present an evidence-based method and a case study where interaction analysis and k-means clustering is used to create gamification preference profiles. These profiles can be used with an agent-based simulation to evaluate how computer supported collaboration system users react to the gamification elements and how the collaboration dynamics change.
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Knutas et al. (2014) studied this question.
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