An investigation of the factors affecting the perception of gamification and game elements

Mouna Denden, A. Tlili, Fathi Essalmi, M. Jemni
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引用次数: 18

Abstract

While various studies have investigated the effects of gamification on learning, less concern is paid to investigate the effects of learners' differences on perception of gamification. Therefore, this study investigates the effects of age, gender and gaming frequency differences on the learners' perception of gamification and game elements. In this context, a gamified online Moodle Learning Management System (LMS) was developed where eighty three learners, from a public university in Tunisia, used it to learn "Object Oriented Design Methodology" and "Basic software" courses. The findings showed that gender and gaming frequency do not affect the perception of gamification but they do affect the perception of using game elements. These findings can be exploited by researchers, educators and practitioners to provide personalized and gamified learning experiences.
调查影响游戏化认知的因素和游戏元素
虽然有很多研究探讨了游戏化对学习的影响,但很少有人关注学习者的差异对游戏化感知的影响。因此,本研究考察了年龄、性别和游戏频率差异对学习者游戏化和游戏元素感知的影响。在此背景下,一个游戏化的在线Moodle学习管理系统(LMS)被开发出来,来自突尼斯一所公立大学的83名学习者使用它来学习“面向对象的设计方法论”和“基础软件”课程。研究结果显示,性别和游戏频率并不影响对游戏化的看法,但它们确实会影响对使用游戏元素的看法。研究人员、教育工作者和从业人员可以利用这些发现来提供个性化和游戏化的学习体验。
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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