电子学习环境下游戏化的认知与社会动机启示

S. Abu-Dawood
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引用次数: 18

摘要

本文探讨了电子学习环境下游戏化的认知和社会动机启示。认知动机启示是促进学习任务认知参与的因素。社会动机启示是促进学生社会交往的因素。本文回顾了一些在教育环境中进行的实证研究,以测试特定游戏设计元素对某些心理结果(如动机、态度、享受或行为结果)的有效性。结果表明,不同的游戏元素可以促进不同的认知和/或社会动机启示,这取决于使用元素的目的和使用元素的背景。了解游戏化的认知和社会动机启示可以帮助教育工作者和教学设计师设计有效的游戏化在线课程,这些课程可以同时调用认知和社会结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Cognitive and Social Motivational Affordances of Gamification in E-Learning Environment
This paper explores the cognitive and social motivational affordances of gamification in e-learning environment. The cognitive motivational affordances are factors that enhance the cognitive engagement with the learning task. The social motivational affordances are factors that promote social interactions among students. The paper review some of the empirical studies that are conducted in an educational setting to test the effectiveness of specific game design elements on certain psychological outcomes such as motivation, attitude and enjoyment or behavioral outcomes. Results indicated that different game elements can promote different cognitive and/or social motivational affordances depending on the aim of using the element and the context where it has been used. Understanding cognitive and social motivational affordances of gamification can help educators and instructional designers to design effective gamified online courses that can invoke both cognitive and social outcomes.
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