Online Learning Platform and Gamification Features Preferences: Gender-Based Analysis Among Estonian Students
摘要
With the increasing integration of technology in education, online platforms have become essential for learning, but understanding students’ preferences is crucial for their effectiveness. This study explores how students’ preferences for online educational platforms and gamification features vary across genders. We collected data from 406 students in Estonia, including 250 females, 142 males, and 14 others (such as non-binary, gender-neutral), and analyzed their usage patterns and preferences. The results show that platforms like Kahoot and Quizlet are widely favored among all genders. While females tend to prefer badge collection, males and others show a preference for competing with unknown players. However, there is little difference in preferences for point collection across gender groups.