Gamifying a PhD taught module: A Journey to Phobos and Deimos

L. Butgereit
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引用次数: 11

Abstract

Gamification is the incorporation of game mechanics into a non-gaming environment such as business, health and education. In 2013 the author taught an Internet based semester module on Information Technology. The participants in that module were in full-time employment and often also had family commitments. During that semester nearly 80% of the homework was returned late. In 2014 the author taught the same semester module to a similar group of participants; however, the author included eight different game mechanics in the module. These eight mechanics were over-arching story, short term goals, points, leaderboards, badges, levelling, onboarding and engagement loops. This paper describes how these eight mechanics were introduced into the module and the positive results which were obtained.
游戏化博士教学模块:火卫一和火卫二之旅
游戏化是指将游戏机制整合到商业、健康和教育等非游戏环境中。2013年,作者教授了一门基于互联网的信息技术学期模块。该模块的参与者都有全职工作,而且往往也有家庭责任。在那个学期,将近80%的家庭作业迟交。2014年,作者向一组类似的参与者教授了相同的学期模块;然而,作者在该模块中包含了8种不同的游戏机制。这8个机制分别是故事、短期目标、积分、排行榜、徽章、升级、入职和用户粘性循环。本文介绍了如何将这八种力学引入到该模块中,以及所取得的积极成果。
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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