On The Use of Gamification in Learning Style Questionnaires: An Experiment


  • Soukaina Benabdelouahab SIGL Laboratory,ENSATE, Abdelmalek Essaadi University, Tetouan, Morocco
  • Juan M. Carrillo de Gea Dept. of Informatics and Systems, University of Murcia, Spain
  • Jaber El Bouhdidi SIGL Laboratory, ENSATe, Abdelmalek Essaadi University, Tetouan, Morocco
  • Yacine El Younoussi SIGL Laboratory, ENSATe, Abdelmalek Essaadi University, Tetouan, Morocco


E-learning, Education, Learning Style, Gamification, Data collection


Online education provides students with a flexible educational option that helps them to complete their training at their own pace. Adaptive e-learning systems are one of the most exciting areas of research in online education. To adapt a system, understanding the learner is very important, through information such as his learning style. In our system, the "learning style index" is used to identify the learning style of a user, which is a questionnaire containing 44 questions based on the Felder–Silverman learning style model (FSLSM). The aim of our research is to gamify the learning style questionnaire, to motivate users and avoid their boredom and the abandonment of the long questionnaire. An empirical study is conducted to compare the gamified and classic questionnaires. The results show that the use of our method improve user's interactions, 98% of the participants are satisfied and only 7% of them drop the questionnaire.


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How to Cite

Benabdelouahab, S., Carrillo de Gea, J. M. ., El Bouhdidi, J., & El Younoussi, Y. . (2022). On The Use of Gamification in Learning Style Questionnaires: An Experiment. International Journal of Computer Engineering and Data Science (IJCEDS), 2(4), 11–17. Retrieved from http://ijceds.com/ijceds/article/view/49