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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/

  • 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.