GetMimo Paper
Client: Tilburg University (School project)
Date: December 2020
In collaboration with Wessel de Greef, Guus Groels, Tim Pluimers, Leonard Sandgathe
Introduction
GetMimo is an e-learning application where users learn to program with various programming languages (e.g.Python, CSS, Javascript). The application contains various gamification features, such as experience points, daily goals/streaks and leaderboards. Applying gamification does have its benefits as it can increase motivation with the user when using the application. However, different gamification features yield different results. With this gap relating to the application of GetMimo, the researchers investigated how the gamification features of GetMimo encourage the users to use the application. For further exploration, the researchers formulated another question about how gamification features (experience points, leaderboards, daily goals) individually impact the user engagement of the GetMimo application for one week on novice users.


Figure 1. GetMimo on desktop
Figure 2. GetMimo on mobile
Method
This study had a between-methods approach consisting of qualitative and quantitative methods. The qualitative method consisted of a diary study, where each participant wrote down how they perceived the gamification features for one week. The quantitative method combined the users' perception on four constructs (Focussed Attention, Perceived Usability, Aesthetic Appeal and Reward Factor) into an overall user engagement score per participant. The qualitative data analysis was done with thematic analysis, and the quantitative data was analyzed with the use of SPSS.
Results
The study results showed that the different gamification features of GetMimo were perceived differently by the participants (See Figure 3). The participants perceived the "daily goals" feature as most positive and showed that it motivated the users to use the application. In contrast, the "leaderboards" feature had little impact on motivating the users to use the application and was negatively perceived or neglected by most participants. While the "experience points" feature had varied perceptions as half of the participants perceived it as a positive feature, while the other half of participants perceived it as a negative feature. These results showed that it could imply that gamification features can positively or negatively affect an application's perception, as it depends on the goal of the medium. Gamification features may be more situational, and users could perceive various features differently in other contexts.

Figure 3. User Engagement Score regarding each participant