The Effects of Ontology-Based Gamification in Scripted Collaborative Learning

G. Challco, Seiji Isotani, I. Bittencourt
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引用次数: 2

Abstract

Scripted Collaborative Learning (CL) promotes meaningful interactions among students. Unfortunately, in some situations, the use of scripts causes motivational problems which in turn may lead to negative learning outcomes. In the last years, gamification has emerged as a promising technique to motivate and engage students towards learning process. However, gamification requires personalization based on knowledge about game design, and their impact on the students' motivation and learning outcomes. To address these issues, we proposed the formalization of an ontology to support the gamification of CL scenarios in which the game elements are tailored for each situation. These CL scenarios are known as ont-gamified CL sessions, and this paper presents the results of one empirical study conducted to evaluate their effects on the participants' intrinsic motivation and learning outcomes. This study was carried out as quasi-experiment with 62 undergraduate Brazilian students who participated either in non-gamified or ont-gamified CL sessions. Findings indicate that the intrinsic motivation was better in ont-gamified CL sessions, and that there was no significant difference on learning outcomes. Based on these results, we concluded that our approach is likely to deal with motivational problems in scripted CL.
基于本体的游戏化在脚本协作学习中的作用
脚本式协作学习(CL)促进学生之间有意义的互动。不幸的是,在某些情况下,脚本的使用会导致动机问题,从而可能导致消极的学习结果。在过去的几年里,游戏化已经成为一种很有前途的技术,可以激励和吸引学生参与学习过程。然而,游戏化需要基于游戏设计知识的个性化,以及它们对学生动机和学习成果的影响。为了解决这些问题,我们提出了本体的形式化,以支持CL场景的游戏化,其中游戏元素针对每种情况进行定制。这些学习场景被称为非游戏化学习课程,本文介绍了一项实证研究的结果,以评估它们对参与者内在动机和学习成果的影响。本研究以准实验的形式对62名巴西大学生进行了研究,他们分别参加了非游戏化或非游戏化的CL课程。研究结果表明,非游戏化学习班学生的内在动机更好,学习效果无显著差异。基于这些结果,我们得出结论,我们的方法很可能处理脚本化学习中的动机问题。
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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