Abstract
In Japan, education policy defines three competencies to foster: “knowledge and skills,” “ability to think, make
judgments, and express themselves,” and “motivation to learn and humanity.” Questioning others fosters these competencies.
However, students often face psychological barriers to asking questions. In this study, we apply personalized gamification to
motivate students to ask questions. We use trait-driven player models to personalize gamification. In this paper, we investigate
the relationship between player types and preferences for game elements to design personalized gamification strategies. As
a result, we find that the 5 Player Traits Model is an appropriate player type to presenting game elements inferred from player
types.