Relating gaming habits with student performance in a gamified learning experience

Gabriel Barata, S. Gama, J. Jorge, D. Gonçalves
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引用次数: 46

Abstract

Gamified education is a novel concept, and early trials show its potential to engage students and improve their performance. However, little is known about how different students learn with gamification, and how their gaming habits influence their experience. In this paper we present a study where data regarding student performance and gaming preferences, from a gamified engineering course, was collected and analyzed. We performed cluster analysis to understand what different kinds of students could be observed in our gamified experience, and how their behavior could be correlated to their gaming characteristics. We identified four main student types: the Achievers, the Regular students, the Halfhearted students, and the Underachievers, all representing different strategies towards the course and with different gaming preferences. Here we will thoroughly describe each student type and address how different gaming preferences might have impacted the students' learning experience.
将游戏习惯与学生在游戏化学习体验中的表现联系起来
游戏化教育是一个新颖的概念,早期的试验表明,它有可能吸引学生并提高他们的表现。然而,对于不同的学生如何通过游戏化学习,以及他们的游戏习惯如何影响他们的体验,我们却知之甚少。在本文中,我们提出了一项研究,从游戏化工程课程中收集和分析了有关学生表现和游戏偏好的数据。我们进行了聚类分析,以了解在我们的游戏化体验中可以观察到哪些不同类型的学生,以及他们的行为如何与他们的游戏特征相关联。我们确定了四种主要的学生类型:成功者、普通学生、半心半意的学生和差生,他们都代表着不同的课程策略和不同的游戏偏好。在这里,我们将详细描述每种学生类型,并说明不同的游戏偏好如何影响学生的学习体验。
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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