电子学习平台的游戏化模型

S. Kamunya, E. Maina, Robert O. Oboko
{"title":"电子学习平台的游戏化模型","authors":"S. Kamunya, E. Maina, Robert O. Oboko","doi":"10.23919/ISTAFRICA.2019.8764879","DOIUrl":null,"url":null,"abstract":"The use of gamification in education has been viewed as an innovative approach to introduce benefits of games in a non gaming context. Instructively, for a successful gamification process in learning, motivational theories and behavioral outcomes for the learner have to be incorporated in design framework. Observably gamification projects particularly within the education domain for e-learning platforms have encountered challenges key amongst them, emanating from lack of appropriate gamification design framework. Subsequently the study sought through systematic literature review to investigate types of gamification design frameworks. 16 design frameworks were evaluated and only 2 frameworks were designed for gamification within an e-learning environment. However the two frameworks did not address motivational affordances, behavioral Outcomes and evaluations rigor. In view of this the study proposes a framework identifying games elements as motivational affordances that influence behavioral outcome of the learner.","PeriodicalId":420572,"journal":{"name":"2019 IST-Africa Week Conference (IST-Africa)","volume":"116 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"A Gamification Model For E-Learning Platforms\",\"authors\":\"S. Kamunya, E. Maina, Robert O. Oboko\",\"doi\":\"10.23919/ISTAFRICA.2019.8764879\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The use of gamification in education has been viewed as an innovative approach to introduce benefits of games in a non gaming context. Instructively, for a successful gamification process in learning, motivational theories and behavioral outcomes for the learner have to be incorporated in design framework. Observably gamification projects particularly within the education domain for e-learning platforms have encountered challenges key amongst them, emanating from lack of appropriate gamification design framework. Subsequently the study sought through systematic literature review to investigate types of gamification design frameworks. 16 design frameworks were evaluated and only 2 frameworks were designed for gamification within an e-learning environment. However the two frameworks did not address motivational affordances, behavioral Outcomes and evaluations rigor. In view of this the study proposes a framework identifying games elements as motivational affordances that influence behavioral outcome of the learner.\",\"PeriodicalId\":420572,\"journal\":{\"name\":\"2019 IST-Africa Week Conference (IST-Africa)\",\"volume\":\"116 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2019 IST-Africa Week Conference (IST-Africa)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.23919/ISTAFRICA.2019.8764879\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 IST-Africa Week Conference (IST-Africa)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.23919/ISTAFRICA.2019.8764879","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6

摘要

在教育中使用游戏化被视为一种在非游戏环境中引入游戏益处的创新方法。有指导意义的是,为了一个成功的学习游戏化过程,学习者的动机理论和行为结果必须纳入设计框架。显然,游戏化项目,特别是在电子学习平台的教育领域,遇到了其中最关键的挑战,源于缺乏适当的游戏化设计框架。随后,该研究通过系统的文献综述来调查游戏化设计框架的类型。16个设计框架被评估,只有2个框架是为电子学习环境中的游戏化设计的。然而,这两个框架没有解决动机启示,行为结果和评估的严谨性。鉴于此,本研究提出了一个框架,将游戏元素识别为影响学习者行为结果的动机启示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Gamification Model For E-Learning Platforms
The use of gamification in education has been viewed as an innovative approach to introduce benefits of games in a non gaming context. Instructively, for a successful gamification process in learning, motivational theories and behavioral outcomes for the learner have to be incorporated in design framework. Observably gamification projects particularly within the education domain for e-learning platforms have encountered challenges key amongst them, emanating from lack of appropriate gamification design framework. Subsequently the study sought through systematic literature review to investigate types of gamification design frameworks. 16 design frameworks were evaluated and only 2 frameworks were designed for gamification within an e-learning environment. However the two frameworks did not address motivational affordances, behavioral Outcomes and evaluations rigor. In view of this the study proposes a framework identifying games elements as motivational affordances that influence behavioral outcome of the learner.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信