历史电子学习背景下的游戏化设计

Fatih Ymran, Oyeleke Akeem, Sungsook Yi
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引用次数: 7

摘要

粘性是将游戏化引入学习的主要原因之一,因此也是衡量其有效性的重要指标。学习的游戏化旨在通过利用数字游戏元素和技术的激励效应来改善学习过程。然而,将游戏化概括为积分、徽章和排行榜是对游戏化的普遍误解,因此大大降低了对目标(学生)的有意影响。在本文中,我们将探讨在目标(学生)动机的驱动下,基于Octalysis框架,将“历史”作为一种学习环境,实现良好游戏化的关键要素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification Design in a History E-Learning Context
Engagement is one of the main reasons for introducing gamification to learning and thus serves as an important measurement of its effectiveness. Gamification of learning aims to improve the learning process by making use of the motivating effects of digital game elements and techniques. However, summarizing gamification into points, badges and leaderboards is a very common misunderstanding of gamification hence greatly reducing purposed effect on the target (students). In this paper, we will explore the key elements that can lead to a good gamification in “History” as a learning context, driven by target (students) motivation and, based on the Octalysis framework.
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