Clustering on Player Types of Students in Health Science - Trial and Data Analyses.

Q3 Health Professions
Lea C Brandl, Andreas Schrader
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引用次数: 0

Abstract

Gamification has many positive effects, such as increased motivation, engagement, and well-being of users. For this purpose, a wide field of game mechanics is already available that can be used in teaching. For the development of gamified teaching methods, it's important to adapt the mechanics used to the students. There are different models that divide target groups of games and gamification into player types to understand what motivates the respective users. This paper describes a study of player types among students of health-related disciplines and analyses the data by a K-Means clustering procedure. The player types Socializer, Player and Achiever are found, and game elements for this groups are suggested. Thus, in the field of health education, game mechanics can be used, which are suitable for students of this domain.

健康科学专业学生玩家类型的聚类研究——试验与数据分析。
游戏化有很多积极的影响,比如提高用户的积极性、参与度和幸福感。为了达到这个目的,我们已经可以在教学中使用广泛的游戏机制。对于游戏化教学方法的发展,重要的是要适应学生使用的机制。有不同的模型将游戏和游戏化的目标群体划分为不同的玩家类型,从而了解不同用户的动机。本文描述了一项健康相关学科学生的球员类型研究,并通过K-Means聚类程序分析了数据。玩家类型分为社交型、玩家型和成就型,并为这三类玩家提供了游戏元素建议。因此,在健康教育领域,可以使用游戏机制,适合该领域的学生。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Studies in Health Technology and Informatics
Studies in Health Technology and Informatics Health Professions-Health Information Management
CiteScore
1.20
自引率
0.00%
发文量
1463
期刊介绍: This book series was started in 1990 to promote research conducted under the auspices of the EC programmes’ Advanced Informatics in Medicine (AIM) and Biomedical and Health Research (BHR) bioengineering branch. A driving aspect of international health informatics is that telecommunication technology, rehabilitative technology, intelligent home technology and many other components are moving together and form one integrated world of information and communication media.
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