Effectivity of Affine Transformation Knowledge Training Using Game Mechanics

S. Oberdörfer, Marc Erich Latoschik
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引用次数: 4

Abstract

The Gamified Training Environment for Affine Transformation (GEtiT) was developed as a demonstrator for the Gamified Knowledge Encoding model (GKE). The GKE is a novel framework that defines knowledge training using game mechanics (GMs). It describes the process of directly encoding learning contents in GMs to allow for an engaging and effective transfer-oriented knowledge training. Overall, GEtiT is developed to facilitate the training process of the complex and abstract Affine Transformation (AT) knowledge. The complexity of the AT makes it hard to demonstrate this learning content thus learners frequently experience issues when trying to develop an understanding for its application. During the gameplay, the application of the AT's mathematical grounded aspects is required and information about the underlying principles are provided. In this article, a short overview over GEtiT's structure and the knowledge encoding process is given. Also, this article presents the results of a study measuring the training effectivity and motivational aspects of GEtiT. The results indicate a training outcome similar to a traditional paper-based training method but a higher motivation of the GEtiT players. Hence, GEtiT yields a higher learning quality.
利用游戏机制训练仿射变换知识的有效性
开发了游戏化仿射变换训练环境(GEtiT),作为游戏化知识编码模型(GKE)的演示。GKE是一个使用游戏机制(GMs)定义知识训练的新框架。它描述了在gm中直接编码学习内容的过程,以实现引人入胜和有效的面向转移的知识培训。总的来说,GEtiT的开发是为了促进复杂和抽象的仿射变换(AT)知识的训练过程。AT的复杂性使得很难演示学习内容,因此学习者在试图理解其应用时经常遇到问题。在游戏过程中,需要应用AT的数学基础方面,并提供有关基本原则的信息。在本文中,简要概述了GEtiT的结构和知识编码过程。此外,本文还介绍了一项研究的结果,测量GEtiT的培训有效性和动机方面。结果表明,训练结果与传统的纸本训练方法相似,但GEtiT选手的动机更高。因此,GEtiT产生了更高的学习质量。
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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