The Effect of Gamification Mechanics on User Experiences of AdventureLEARN: A Self-Driven Learning Platform

Q1 Social Sciences
Chek Tien Tan, Oran Zane Devilly, Sok Mui Lim, Bavani Divo, Xiao-Feng Kenan Kok, Jamil Jasin, Ker Boon Seaw, Lin Aung Htein
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引用次数: 0

Abstract

Structured curriculum in domain-specific knowledge and personal development of graduate attributes are both important components of tertiary education. Prior gamification research in tertiary education has mostly evaluated gamification as a system and largely in structured curriculum-based learning environments. There is insufficient understanding as to how different gamification mechanics affect learning experiences in self-driven personal development areas outside of the structured curriculum. We present a study with 20 tertiary students over seven days with AdventureLEARN, a gamified online platform to engage students in a self-driven journey of continuous personal development alongside their curriculum work. Through an analysis of data collected from experience sampling and focus group discussions, we found that, amongst other findings, gamification mechanics that were meticulously contextualized to specific platform features afforded the most positive experiences across various dimensions, leading to our main insight highlighting the importance of maintaining a co-development process between individual gamification mechanics and platform features.
游戏化机制对自主学习平台AdventureLEARN用户体验的影响
专业知识的结构化课程和毕业生的个人发展都是高等教育的重要组成部分。先前的高等教育游戏化研究大多将游戏化作为一个系统进行评估,并且主要是在基于结构化课程的学习环境中进行评估。对于不同的游戏化机制如何影响结构化课程之外自我驱动的个人发展领域的学习体验,人们的理解还不够充分。我们对20名大学生进行了为期7天的冒险学习,这是一个游戏化的在线平台,让学生在学习课程的同时,也能进行自我驱动的持续个人发展之旅。通过分析从体验抽样和焦点小组讨论中收集到的数据,我们发现,与特定平台功能相结合的游戏化机制能够在各个维度上提供最积极的体验,这让我们强调了保持个人游戏化机制和平台功能之间共同开发过程的重要性。
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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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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