Characteristics of a Persuasive Educational System: A Systematic Literature Review
Abstract
:1. Introduction
2. Design and Evaluation of Persuasive Systems
- As the name implies, The eight-step process describes eight steps to follow as best practices in the early stages of persuasive technology design. The steps to follow in the process are the following:
- Choose a simple behavior to target.
- Choose a receptive audience.
- Find what prevents the target behavior.
- Choose a familiar technology channel.
- Find relevant examples of persuasive technology.
- Imitate successful examples.
- Test and iterate quickly.
- Expand on success.
The process can be envisioned in three main stages: context study, system construction, and reformulation of the system’s target behavior. The first stage deals with steps 1 to 5, the second stage with steps 6 and 7, and the third with step 8. - The Functional Triad is a framework that describes three roles in which a system can be persuasive from the user’s perspective: as a tool, as a medium, and as a social actor. Each role has its own techniques to persuade the user but, in general terms, a system can be persuasive as a tool by making the target’s behavior easier to persuade; as a social actor, it can be persuasive by rewarding people with positive feedback; and as a medium by allowing people to rehearse the target’s behavior.
- The PSD model is based on the Functional Triad and is currently the most used since it helps to understand how to persuade through technology and how to execute the process. The model suggests the following three steps for the design process of a PS:
- The first step is named “understanding key issues behind persuasive systems”. The author of the PSD model states that a system can be analyzed and designed only after obtaining a reasonable level of understanding of seven postulates.
- The second step analyzes the persuasion context. It determines who the persuader is, the expected type of change, the usage context, the user, the technology, the route, and the message to be sent.
- The last step is to design the system’s characteristics by writing the implementation of persuasive strategies in the form of a software requirement.
3. Related Works
4. Method
4.1. Research Questions
- RQ1. What are the tools used to design PESs?
- RQ2. What are the tools and criteria used to evaluate PESs?
- RQ3. What are the characteristics considered to design a PES?
4.2. Search Process
4.3. Inclusion and Exclusion Criteria
- Inclusion criteria
- Publications that discuss the opportunities, benefits, or ways to improve the learning process through PES.
- Publications that present the most recent version of a study.
- Publications in academic journals, conferences, or books.
- Publication between 2014 and 2020.
- Publications written in English or Spanish.
- Exclusion criteria
- Publications that address a learning process in a domain other than educational.
- Papers without sufficient details about the development process of the PES proposed.
- Papers without sufficient details about how persuasion is implemented.
- Publications included in more than one database.
- Publications available in the form of abstracts or power point presentations.
- Publications that did not follow peer review.
4.4. Quality Assessment
- QA1. Does the paper study a topic related to PESs?
- QA2. Does the paper proposes a new tool for design or evaluation of PESs?
- QA3. Does the paper present the design or evaluation process of a PES?
5. Results
5.1. Tools
5.2. Characteristics of a Persuasive Educational System
5.2.1. Persuasive Strategies
5.2.2. Susceptibility and Personalized Persuasion
5.2.3. Gamification
5.2.4. The Context
5.2.5. Student Areas
- Cognitive areaIn [21], they studied an element related to the student’s cognitive area; the cognitive score in relation to persuasion strategies. Moreover, in [25], they studied this area. They identified six study strategies that represent students’ motivation and learning strategies that affect academic performance from which two of them are related to students’ cognitive area. The first study strategy reported by students is to try to think through a topic and decide what is supposed to be learned from the topic, rather than just reading it. This is metacognitive self-regulation, the practice of being aware and understanding your thought processes. The second study strategy consists of students thinking about possible alternatives when he/she reads or hears an assertion or conclusion in the course, this is the practice of critical thinking. Both strategies may lead to good academic performance. Finally, Ref. [35] is another selected study that took into account the cognitive area of the students for the development of the study. They considered the learning styles (visual, audio, and kinesthetic) of potential users as an element to design an Arabic sounds learning courseware.
- Behavioral areaThe behavioral area address how the student behaves in their study process. One of the elements studied by [24,30] is time management. In [24], they describe that time management “involves scheduling, planning, and managing one’s study time. This includes not only setting aside blocks of time to study, but the effective use of that study time, and setting realistic goals”. In [30], propose seven guidelines for a persuasive mobile app prototype to increase the likelihood that students will adopt habits, three for scheduling, two for preparation class, and two for group study.
- Emotional areaIn [22], they considered the emotional area of students to identify elements of persuasion in association with students’ emotions to be used in designing online knowledge for Islamic content. The authors used the Kansei Engineering (KE) method. KE is “a proactive product development methodology, which translates customers’ impressions, feelings, and demands on existing products or concepts into design solutions and concrete design parameters” [38]. Table 7 presents the persuasive elements identified in the study.
5.2.6. Theories
6. Discussion
- The number of tools used to design a PES.
- The area to which the tools belong.
- Challenges for the proposal of new tools to design PESs.
- Challenges in the evaluation process of PS, specifically in the evaluation of the persuasive impact.
6.1. Persuasive Educational System Design
6.2. Persuasive Education Systems Evaluation
7. Conclusions and Future Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Characteristic | Attribute | Reference |
---|---|---|
Type of change | Formation, alteration, or reinforcement. | [4] |
Psychological outcome | Engagement, encouragement, motivation, awareness, enjoyment, commitment, attitude, behavior, or act of compliance. | [5] |
Persuasive strategy | Reduction, tunneling, tailoring, personalization, self-monitoring, simulation, rehearsal, praise, rewards, reminders, suggestion, similarity, liking, social role, trustworthiness, expertise, surface credibility, real-world feel, authority, third-party endorsements, verifiability, social learning, social comparison, normative influence, social facilitation, cooperation, competition, and recognition. | [2] |
Domain | Health, ecological consumption, education, economy, security, among others. | [5] |
Approach | Study | Total |
---|---|---|
The study of a topic related to PESs | [10,11,21,22,23,24,25,26,27] | 9 |
The proposal of a new tool to design PESs | [20,28,29,30,31,32] | 6 |
The design or evaluation of a PES | [15,33,34,35] | 4 |
19 |
Study | Authors | Year | Primary Aim | QA1 | QA2 | QA3 |
---|---|---|---|---|---|---|
[21] | Abdullahi et al. | 2018 | Identify how students’ cognitive ability scores relate to their susceptibility to rewards, social learning, and trustworthiness. | √ | X | X |
[28] | Bakri et al. | 2014 | A conceptual model to design PESs to encourage toddlers to learn the Arabic language. | X | √ | X |
[15] | Cheong et al. | 2017 | Evaluate the inherent persuasion of two New Generation Digital Learning Environments (NGDLEs). | X | X | √ |
[29] | Daud et al. | 2018 | A model to design online learning in Islamic education with the appropriate persuasive features. | X | √ | X |
[22] | Daud et al. | 2019 | Identify persuasive elements in association with emotions to be used in designing online knowledge for Islamic content. | √ | X | X |
[20] | Elaish et al. | 2019 | A framework to design mobile games to enhance motivation in learning. | X | √ | X |
[33] | Elaish et al. | 2019 | Development of a persuasive mobile game to enhance the motivation and learning of the users. | X | X | √ |
[23] | Engelbertink et al. | 2020 | Identify the most suitable strategies for a blended learning course, according to participants’ perception. | X | X | √ |
[10] | Engelbertink et al. | 2020 | Evaluate the added value that PT brings, to what extent it motivated students, and the role played by the teacher in the blended course. | X | X | √ |
[30] | Filippou et al. | 2015 | Guidelines for designing persuasive interventions to help students improve study scheduling, class preparation, and group study. | X | √ | X |
[24] | Filippou et al. | 2016 | Identify the most significant study strategies and behaviors that enhance academic performance, as a preamble to the design of a PES. | √ | X | X |
[31] | Leite et al. | 2018 | A conceptual framework for the development of persuasive educational interfaces. | X | √ | X |
[32] | Mele et al. | 2020 | A method for developing educational applications based on behavioral and cognitive models, and gamification. | X | √ | X |
[25] | Mhd Salim et al. | 2019 | Identify students’ motivation and learning strategies that affect their academic performance in using MOOCs among tertiary education students. | √ | X | X |
[26] | Orji F. et al. | 2018 | Study how to design and implement personalized persuasive interventions using social influence strategies to improve learning engagement. | √ | X | X |
[11] | Orji F. et al. | 2019 | Study if tailoring persuasive systems using students’ persuasion profile will improve the efficacy of the system to promote a desired learning behavior of students. | √ | X | X |
[27] | Orji F. et al. | 2019 | Study what the interrelationship is among social comparison, social learning, reward, and the competitive behavior of students. | √ | X | X |
[34] | Qasim et al. | 2018 | Develop a persuasive mobile game to assist the students to increase their interest in learning mathematics. | X | X | √ |
[35] | Zainuldin et al. | 2015 | Design and evaluation of an Arabic learning courseware base on An O/C matrix. | X | X | √ |
Study | Design Tool | Evaluation Tool | Criteria |
---|---|---|---|
[15] | N/A | PSD Model. | Persuasive qualities. |
[33] | Multimedia Mobile Content Development MMCD process, Fogg’s procedures, and [20]. | User testing, Quasi-Experiment, and MSLQ Questionnaire. | The user’s learning and motivation. |
[23] | PSD Model, Participatory design. | N/A | N/A |
[34] | The Functional Triad and Analysis–Design–Develop–Implement–Evaluate (ADDIE) methodology. | Evaluation with experts | Functionality/Design |
[35] | O/C Matrix, Multimedia component, E-Flashcards, and Learning styles. | Pre–Post test, Observation and 3 Checklist: motivation, behavior and time focus. | Effectiveness (learning of the users) of the courseware. |
Study | Tool Proposed | Tools or Theories on Which It Is Based |
---|---|---|
[20] | Framework | PSD Model, The Functional Triad, Mobile educational frameworks, Learner and learning context, Bloom’s taxonomy. |
[28] | Conceptual model | PSD, Multimedia principles, e-Flashcards. |
[29] | Conceptual model | PSD, PSD Model, Questionnaires, Delphi technique. |
[30] | Guidelines | Fogg Behavioral Model, Hook Model. |
[31] | Framework | Connectivism theory. |
[32] | Guidelines | Fogg’s Behavioral Model (FBM), Bloom’s taxonomy, The ‘flow’ model. |
Characteristic | Description | Study |
---|---|---|
Persuasive strategies | Techniques implemented in the development of the study to influence the user. | [10,11,15,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35] |
Susceptibility | Probability that a user will produce a positive response to a persuasive strategy. | [11,21,26] |
Personalized persuasion | Development of the study with the strategies to which potential users are susceptible. | [11,26] |
Gamification | Game elements considered for the development of the study. | [15,32,33] |
Context | Elements of the environment considered for the development of the study. | [23,25,29] |
Student areas | Elements or attributes of the student taken into account for the development of the study. | [21,22,24,25,30,32,35] |
Theories | Principles or knowledge other than persuasion taken into account for the development of the study. | [15,32] |
Persuasive Strategy | Study | Total of Studies |
---|---|---|
Social learning | [10,11,15,20,21,26,27,29,33] | 9 |
Social comparison | [10,11,15,20,26,27,29,33] | 8 |
Competition | [11,15,20,26,27,29,33] | 7 |
Reduction | [10,15,20,22,23,29,33] | 7 |
Rewards | [10,11,15,21,23,27,29] | 7 |
Self-monitoring | [10,15,20,22,23,29,33] | 7 |
Trustworthiness | [10,15,21,22,23,29,33] | 7 |
Tunneling | [10,15,20,22,23,29] | 6 |
Liking | [10,15,22,23,29] | 5 |
Personalization | [10,15,22,23,33] | 5 |
Praise | [10,15,22,23,29] | 5 |
Recognition | [15,20,22,29,33] | 5 |
Social facilitation | [10,15,20,29,33] | 5 |
Suggestion | [10,15,20,23,29] | 5 |
Tailoring | [10,15,20,22,29] | 5 |
Conditional/rewarding | [20,21,27,33] | 4 |
Cooperation | [10,15,20,33] | 4 |
Expertise | [10,15,22,29] | 4 |
Real-world feel | [15,22,23,29] | 4 |
Third-party endorsements | [15,22,23,29] | 4 |
Surface credibility | [15,22,23,29] | 4 |
Simulation | [10,15,29] | 3 |
Verifiability | [10,15,29] | 3 |
Information quality | [20,29,33] | 3 |
Normative influence | [15,22,33] | 3 |
Mobile loyalty | [20,33] | 2 |
Mobile simplicity | [20,33] | 2 |
Convenience | [20,33] | 2 |
Rehearsal | [10,15] | 2 |
Reminders | [10,15] | 2 |
Similarity | [10,15] | 2 |
Authority | [15,22] | 2 |
Social role | [10,15] | 2 |
Acceleration | [22] | 1 |
Iman | [22] | 1 |
Islamic Identity | [22] | 1 |
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Murillo-Muñoz, F.; Navarro-Cota, C.; Juárez-Ramírez, R.; Jiménez, S.; Nieto Hipólito, J.I.; Molina, A.I.; Vazquez-Briseno, M. Characteristics of a Persuasive Educational System: A Systematic Literature Review. Appl. Sci. 2021, 11, 10089. https://doi.org/10.3390/app112110089
Murillo-Muñoz F, Navarro-Cota C, Juárez-Ramírez R, Jiménez S, Nieto Hipólito JI, Molina AI, Vazquez-Briseno M. Characteristics of a Persuasive Educational System: A Systematic Literature Review. Applied Sciences. 2021; 11(21):10089. https://doi.org/10.3390/app112110089
Chicago/Turabian StyleMurillo-Muñoz, Fernanda, Christian Navarro-Cota, Reyes Juárez-Ramírez, Samantha Jiménez, Juan Ivan Nieto Hipólito, Ana I. Molina, and Mabel Vazquez-Briseno. 2021. "Characteristics of a Persuasive Educational System: A Systematic Literature Review" Applied Sciences 11, no. 21: 10089. https://doi.org/10.3390/app112110089
APA StyleMurillo-Muñoz, F., Navarro-Cota, C., Juárez-Ramírez, R., Jiménez, S., Nieto Hipólito, J. I., Molina, A. I., & Vazquez-Briseno, M. (2021). Characteristics of a Persuasive Educational System: A Systematic Literature Review. Applied Sciences, 11(21), 10089. https://doi.org/10.3390/app112110089