运用叙述和选择来解决电子学习情境中的动机问题

Philipp Schaper, Anna Riedmann, Miriam Semineth, Birgit Lugrin
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引用次数: 0

摘要

自主学习是成人教育的一项关键要求,它强调适当的学习环境对支持这一进程的重要性。此外,学习者的动机对于以自主的方式获取知识至关重要。游戏化理论以自我决定理论为框架,提供了一个框架来解决学习者的三个基本心理需求,即能力、自主性和相关性,因此从长远来看可能有利于动机。我们采用基于理论的方法进行了实验比较,并进行了预注册。为此,我们实施了一个游戏化的学习环境,包括一个叙事,一个教学代理,并允许在学习环境的过程中进行选择,以解决自决理论提出的三种基本心理需求,重点是自主性和相关性。在一项用户研究中,我们比较了游戏化学习环境和对照版本,以检验游戏化元素对需求满足和情境动机的影响。我们的研究结果表明,在呈现的游戏化学习环境中,自主性的需求得到了明显更好的解决,但在动机、认知或行为结果方面没有其他显著的积极影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Addressing Motivation in an E-Learning Scenario by applying Narration and Choice
Self-directed learning is a critical requirement in adult education, which stresses the importance of appropriate learning environments, to support this process. Moreover, motivation of learners is critical for the acquisition of knowledge in a self-directed manner. Gamification, theoretically framed by self-determination theory, provides a framework to address learners ’ three basic psychological needs for competence, autonomy and relatedness and might therefore benefit motivation in the long term. We conducted a theory-based approach for an experimental comparison, which was preregistered. To this end, we implemented a learning environment with gamified adaptions including a narrative, a pedagogical agent and allowing choice in the course of the learning environment to address the three basic psychological needs as proposed by self-determination theory, with a focus on autonomy and relatedness. In a user study, we compared the gamified learning environment with a control version to examine the effect of the gamification elements on need satisfaction and situational motivation. Our results show that the need for autonomy was significantly better addressed within the presented gamified learning environment, but no other significant positive effects on motivational, cognitive or behavioural outcomes can be determined.
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