Bartle's Taxonomy (Bartle, 1996) + Marczewski's Classification (Marczewski, 2013) Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19 Marczewski, A. (2013). Six User Types for Gamification Design - Hexad. http://www.gamified.uk/user-types/
A student who seeks to attain the maximum score will diligently repeat optional multiple-choice quizzes focused on distinguishing between the four Mandarin tones, even after achieving a passing score, merely to accumulate additional "Pun" (Fun Points).
This behavior is motivated by the ultimate goal of advancing to the highest level which grants them bonus points toward their final grade, ensuring their success.
They constantly monitor the public ranking to confirm their position among the top performers of the class
Before a group study session or a quiz focused on tricky grammar particles (like le vs. guo), a student acting as a Philanthropist decides to suggest multiple-choice questions and clarification definitions to the professor, thereby sharing their knowledge to improve the testing experience and learning outcome for all their peers.
This mechanism provides them with a feeling of purpose and meaning within the class system.
Students are placed into persistent teams, perhaps named after famous Chinese cities. They are tasked with a mission to collaboratively write and perform a dialogue demonstrating polite formal greetings and farewells (a required competency).
The team earns collective points and is awarded a medal for providing sufficient evidence of collaborative work and delivering a joint reflection on the linguistic process.
This structure promotes developing communication and leadership skills through interaction
A Disruptor student, having received a lower-than-expected score on a dictation assignment where they believe a variant character should have been accepted, employs the "Hawk's Eye" rule.
By strategically betting a fraction of their already accumulated points (e.g., 1 point), they demand a review, challenging the professor's judgment and using their authorized voice/vote within the gamified framework to potentially force a system change (a concession on acceptable character variants).
When the assignment is to research a topic related to Chinese history, a Free Spirit/Explorer student chooses a delivery method that allows for creativity.
Instead of writing a traditional essay on the Tang Dynasty, they decide to create a video tutorial or a blog (podcast, blogs, presentaciones) in which they teach five advanced cheng-yu (four-character idioms) they discovered through independent research, exercising their freedom and self-expression
A student might participate enthusiastically in a brief Kahoot! activity reviewing basic character vocabulary, not because they love vocabulary, but because the three students who answer quickest and correctly receive immediate points or rewards.
Similarly, a student focuses strictly on accumulating the necessary digital badges awarded for completing translation homework, as these badges translate directly into an extra point on the final examination.
Cultura Ludens: Student player type
Profe Juampa
Created on October 1, 2025
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Transcript
Bartle's Taxonomy (Bartle, 1996) + Marczewski's Classification (Marczewski, 2013) Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19 Marczewski, A. (2013). Six User Types for Gamification Design - Hexad. http://www.gamified.uk/user-types/