The impacts of infusing game elements and gamification in learning

M. Sanmugam, N. M. Zaid, Z. Abdullah, Baharuddin Aris, Hasnah Mohamed, Henny Van Der Meijden
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引用次数: 19

Abstract

With its interactive feature that infuses fun to motivate its users, games have been considered useful to engage the current batch of Generation Z students. With games based learning methods such as digital game based learning, serious games and more recently gamification. Yet, with the increasing tasks of teachers nowadays, the use of gamification; game elements in non-gaming context, has been gaining momentum. Although there has been research that has shown the effects of gamification on learning, the fundamental of game elements on learning via traditional and online method has been less ventured into. Thus, a mixed method research was carried out using a gamification platform as a mediator for students learning Science. The eight week gamified online intervention was carried out in tandem with the traditional classroom. The game elements used were points and badges whilst leaderboard was reflected on the amount of points and badges. The findings based on the interviews with the participants found all the elements plays a part in engaging the interest of students in learning, more so badges and leaderboard. It was also identified that certain elements are preferred to acquire either online or offline.
在学习中注入游戏元素和游戏化的影响
游戏的互动功能注入了乐趣来激励用户,被认为对吸引当前一批Z世代学生很有用。基于游戏的学习方法,如基于数字游戏的学习,严肃游戏和最近的游戏化。然而,随着教师任务的增加,游戏化的使用;游戏元素在非游戏环境中的发展势头正在增强。尽管已经有研究表明游戏化对学习的影响,但通过传统和在线方法进行学习的游戏元素的基本原理却很少有人涉足。因此,本研究采用游戏化平台作为学生学习科学的中介进行混合方法研究。为期八周的游戏化在线干预与传统课堂同时进行。使用的游戏元素是积分和徽章,而排行榜则反映了积分和徽章的数量。基于对参与者的采访,我们发现所有这些元素都在激发学生的学习兴趣方面发挥了作用,尤其是徽章和排行榜。还确定了某些元素更倾向于在线或离线获取。
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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