One Size Doesn't Fit All: Age-Aware Gamification Mechanics for Multimedia Learning Environments
By: Sarah Kaißer, Markus Kleffmann, Kristina Schaaff
Gamification is widely used in digital learning. However, most systems neglect age-related differences. This paper investigates how gamification can be designed in an age-aware way to address learners' diverse motivational and cognitive needs. Based on a targeted literature review, we present a mapping of age groups, mechanics, and effects. Furthermore, we derive five design principles for age-specific gamification and identify three technical patterns for implementation in multimedia learning environments. The results indicate that gamification is not universally effective, but rather requires a differentiated design to support engagement and inclusivity across the lifespan.
Similar Papers
Gamification with Purpose: What Learners Prefer to Motivate Their Learning
Software Engineering
Makes learning games more fun and helpful.
Supporting Aging Well through Accessible Digital Games: The Supplemental Role of AI in Game Design for Older Adults
Human-Computer Interaction
AI helps games fit older players' needs.
The impact of gamification on learning outcomes: experiences from a Biomedical Engineering course
Computers and Society
Helps students work better on science projects.