6. Conclusions
The key macro level result of this research is the finding that the experience of gamification varies depending on individual attributes. A number of limitations of this study must be noted. This research was conducted in the context of a third level institution. A specific instance of a gamified learning intervention was used, which in turn mandated a specific relationship between the elements of gamification such as leader boards, badges, avatars etc. These factors place limitations on the generalizability of the correlations that were observed. Further research in different contexts is encouraged, both to validate the findings, and to investigate other potential relationships. Nonetheless, the data collected supports the idea that the effect of gamification differs based on the traits of individuals. The key macro level conclusion is that, as a tool for influencing individuals and ultimately mediating behaviour, gamification must be investigated and deployed in a nuanced manner. From a pedagogical perspective, this research serves to provide guidance as to how better to utilise gamification in an educational context for maximum effect. A number of correlations between both learning styles and personality traits and students’ perception of and performance in gamified learning environments have been identified. This suggests a number of key points. First, gamification needs to be carefully integrated into the learning context. In particular, gamified learning interventions should not be introduced as standalone learning activities, but as part of a designed approach integrated at a macro level. It should be introduced in a manner that ensures that individuals with particular learning styles are not systematically discriminated against. Many authors have suggested that traditional learning techniques such as reading assignments and essays disadvantage students who have an active learning style. In this context, the finding that gamification suits individuals with an active learning style is particularly interesting. It suggests that as a learning intervention, gamifi- cation should to be seen as a specific tool in the teaching, learning and assessment toolkit, and used as part of a holistic instructional design process that seeks to maximise opportunities for all learners.