Effect of OSLM features and gamification motivators on motivation in DGBL: pupils' viewpoint.

IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH
Smart Learning Environments Pub Date : 2022-01-01 Epub Date: 2022-03-16 DOI:10.1186/s40561-022-00195-w
Angeliki Leonardou, Maria Rigou, Aliki Panagiotarou, John Garofalakis
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引用次数: 0

Abstract

The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game's aesthetics and mechanics support players' intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG is a digital learning activity that supports pupils in achieving multiplication competence and provides teacher a dashboard to assess and watch own pupils' performance. The game enriched with gamification elements to engage and motivate participants. Three versions of the game were used by pupils: without any Open Learner Modeling (OLM) support (i.e. without providing access to own progress data), with OLM support and with Open Social Learner Modeling (OSLM) support, to investigate the difference in motivation among these characteristics. After using the MG for a 2-month period, pupils answered a questionnaire anonymously to express their opinion about MG mechanics, MG aesthetics and intrinsic motivation MG can offer. Furthermore, the corresponding teachers were interviewed to provide insights on their attitude towards MG and its functionalities. A statistically significant difference in Intrinsic Motivation (IM) between the three different MG versions was found and a statistically significant difference in MG Aesthetics and Mechanics between the different grades of primary school. Additionally, Intrinsic Motivation was positively correlated with gamification motivators and MG Aesthetics. Participating teachers stated that MG can improve pupils' multiplication competence and it is worthy of a stable place in the instructional procedure, as it is a means of pupils' progress tracking and (self-) assessment, as well as a fun way of practicing and developing multiplication skills.

OSLM特征和游戏化动机对DGBL动机的影响:学生的观点
本研究的主要问题是,当在数字游戏中使用OLM和OSLM机制时,是否会提供更高的动机。此外,该研究还调查了游戏的美学和机制是否支持玩家的内在动机。这两种说法都是通过设计,实施和试点使用的乘法游戏(MG)进行测试。MG是一项数字学习活动,支持学生实现乘法能力,并为教师提供一个仪表板来评估和观察自己学生的表现。游戏丰富了游戏化元素,以吸引和激励参与者。学生们使用了三个版本的游戏:没有任何开放学习者建模(OLM)支持(即不提供访问自己的进度数据),有OLM支持和开放社会学习者建模(OSLM)支持,以调查这些特征之间的动机差异。在使用MG 2个月后,学生们匿名回答了一份问卷,以表达他们对MG力学、MG美学和MG所能提供的内在动机的看法。此外,我们还采访了相应的教师,以了解他们对MG及其功能的态度。三种不同MG版本的内在动机(IM)差异有统计学意义,不同小学年级MG美学和力学差异有统计学意义。此外,内在动机与游戏化动机和MG美学呈正相关。参与的教师表示,MG可以提高学生的乘法能力,值得在教学过程中占有稳定的位置,因为它是学生进度跟踪和(自我)评估的一种手段,也是一种练习和发展乘法技能的有趣方式。
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
Smart Learning Environments
Smart Learning Environments Social Sciences-Education
CiteScore
13.20
自引率
2.10%
发文量
29
审稿时长
19 weeks
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