  This study designed a personality-based gamification model for E-learning
systems. It also implemented the model and evaluated the performance of the
gamification model implemented. These were with a view to developing a model
for gamifying personalization of e-learning systems. Personalization
requirements for motivational tendencies based on the Myers-Briggs Type
Indicator (MBTI) and gamification elements were elicited for e-learning from
existing literature and from education experts using interview and
questionnaire. The gamification model for personalized e-learning was designed
by mapping motivational tendencies to corresponding gamification elements using
set theory and rendered using Unified modelling language (UML) tools. The model
was implemented using Hypertext Markup Language for the front end, Hypertext
Preprocessor (PHP) for the backend and Structured Query Language (SQL) for
database on WordPress. The model was evaluated using appeal, emotion,
user-centricity as well as satisfaction as engagement criteria, and clarity,
error correction as well as feedback for educational usability. The results
collected from the implemented system database and questionnaires administered
to learners showed an average appeal rating of 4.3, an emotion rating of 4.5, a
user-centricity rating of 4.4, and a satisfaction rating of 4.4 in terms of
engagement on a 5.0 scale. The results also showed that clarity, error
correction and feedback received an average rating of 3.9, 4.7, and 4.8
respectively on a 5.0 scale concerning educational usability. In addition, when
comparing educational usability (4.5) to engagement (4.4), educational
usability received slightly higher ratings. The study concluded that the
gamification model for personalized e-learning was suitable for increasing
learner motivation and engagement within the personalized e-learning
environment.
