The deaf student motivation in a gamified comics learning object

Raul Inácio Busarello, V. Ulbricht
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Abstract

Based on challenge of identifying which gamification elements can promote student motivation in accessible and innovative learning objects, this article aims to present the opinion of deaf students volunteers when they had been using a hypermedia comics learning object. The methodology was qualitative, applied in a questionnaire structured in ARCS model. As a result, the motivational potential of the artifact is emphasized, with emphasis on strategies and dynamics of gamification, information visualization and proposed challenges.
聋哑学生在游戏化漫画学习对象中的动机
基于确定哪些游戏化元素可以促进学生在无障碍和创新学习对象中的动机这一挑战,本文旨在介绍聋哑学生志愿者在使用超媒体漫画学习对象时的看法。方法是定性的,采用ARCS模型结构的问卷调查。因此,强调了人工制品的动机潜力,强调了游戏化的策略和动态,信息可视化和提出的挑战。
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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