Gamification and Player Profiles in Higher Education Professors

Diego Vergara, A. I. Gómez-Vallecillo, Pablo Fernández‐Arias, Álvaro Antón‐Sancho
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引用次数: 1

Abstract

This paper conducts descriptive quantitative research of the player profile of a set of 808 university professors, and the player profiles that participants consider most suitable for learning when educational gamification is employed in higher education. It also studied the existence of influential variables in the chosen player profiles, including sociological (gender and age) and academic variables (area of knowledge). The results reveal that most professors are mostly explorers, followed by the socializers, and consider these player profiles as the most efficient for achieving learning objectives. There are no gaps based on sociological aspects or knowledge about gamification, but there are gaps based on area of knowledge. It is proposed that universities design training sessions for professors on educational gamification and further research on factors that influence the configuration of their player profile.
高等教育教授中的游戏化和玩家档案
本文对808名大学教授的玩家特征进行了描述性定量研究,并对高等教育实施教育游戏化时,参与者认为最适合学习的玩家特征进行了描述性定量研究。它还研究了所选球员概况中存在的有影响的变量,包括社会学(性别和年龄)和学术变量(知识领域)。研究结果显示,大多数教授主要是探索者,其次是社交者,他们认为这些玩家特征是实现学习目标的最有效方式。没有基于社会学方面或关于游戏化的知识的差距,但存在基于知识领域的差距。建议大学为教授设计关于教育游戏化的培训课程,并进一步研究影响其玩家配置的因素。
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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