Table 3.
Mapping game element for positive effect for each personality
| Positive effect | Suggest for complicate gamification design. | |
|---|---|---|
| Extraversion | Points, Levels, and Leaderboards | Leaderboard may have high engagement for higher levels but custom Leaderboard for average students should be implemented, for example friend circle or similar score. |
| Neuroticism | No effective | Gamification may not be effective for neuroticism. |
| Conscientiousness | Levels, progress | Personality traits may not have a high effect on higher levels preference for gamification designers. |
| Agreeableness | Challenges | Personality traits may not have a high effect on higher levels preference for gamification designers. |
| Imagination/Openness | Avatars | To appeal to student with higher levels of imagination, applying Avatar in a conventional way should be avoided. |