A Playful Mobile Digital Environment to Tackle School Burnout using Micro Learning, Persuasion & Gamification

Olga De Troyer, J. Maushagen, Renny S. N. Lindberg, Jaël Muls, B. Signer, Koen Lombaerts
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引用次数: 6

Abstract

School burnout refers to exhaustion at school combined with a cynical and detached attitude towards school. It often precedes Early School Leave (ESL), which has great impact on the socioeconomic situation of a person. Numerous local programs exist to deal with school burnout and prevent ESL, but they are all very labor-intensive. To come to a less labor-intensive solution, we proposed an ICT solution. The goal was to create an engaging software environment that youngsters would use voluntarily and that could re-engage them in learning. We developed a so-called playful digital environment, called TICKLE. It allows youngsters to collect digital cards by performing associated challenges in their surroundings. The challenges are small activities intended to reactivate the youngster for learning. Persuasive principles and gamification are used to motivate the youngsters to use the tool. In this paper, we discuss the design decisions that have been taken as well as the main components of the tool.
一个有趣的移动数字环境,利用微学习、说服和游戏化解决学校倦怠问题
“学校倦怠”指的是在学校里筋疲力尽,对学校持玩世不恭和冷漠的态度。它通常先于早教假期(ESL),这对一个人的社会经济状况有很大的影响。有许多当地的项目来处理学校倦怠和防止ESL,但它们都是非常劳动密集型的。为了找到一个劳动强度较低的解决方案,我们提出了ICT解决方案。我们的目标是创造一个吸引人的软件环境,让年轻人自愿使用,让他们重新投入学习。我们开发了一个所谓的好玩的数字环境,叫做TICKLE。它允许年轻人通过在周围环境中完成相关挑战来收集数字卡片。这些挑战是旨在重新激活孩子学习的小活动。说服原则和游戏化被用来激励年轻人使用这个工具。在本文中,我们讨论了所采取的设计决策以及该工具的主要组件。
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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