游戏化教育平台中使用学习对象的玩家用户体验分析:数学案例

Fabiola Talavera-Mendoza, Alexander Rey Cayro Mamani, David Alberto Deza Veliz
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摘要

电子学习和虚拟平台正变得越来越重要,因为它们是远程教育和个性化的替代方案。本文建议通过学生与学习对象(LO)的互动来评估游戏化机制元素在解决数学问题中的使用和建模,以及在学习成就水平上产生的影响。本文提出了一种定量方法和相关描述性设计,以表征游戏化教育平台中用户的类型及其行为,适用于高二学生。结果显示,用户倾向于“玩家”类型,在12至14岁的学生偏好中,通过累积积分获得虚拟货币的动机优先。同样,它反映了学生与目标互动的重要整合,因此它是一个有效的过程,可以在教育背景下使用和建模游戏化机制,参加学校课程,并证明在与拟议目标互动中获得的学习成就和响应。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Analysis of Player User Experience with Learning Objects in a Gamified Educational Platform: Mathematical Case
E-learning and virtual platforms are gaining relevance, as they are an alternative for distance education and personalization. It is proposed to evaluate the use and modeling of the elements of gamification mechanics through the interaction of students with Learning Objects (LO), in solving problems in mathematics and the effects generated in the level of learning achievement. This article presents a quantitative approach and a correlational descriptive design to characterize the types of users and their behavior in a gamified educational platform, for second year high school students. The results show an inclination of the user to the type of "player", prioritized within the preferences of students between 12 and 14 years old by the motivations of obtaining virtual money through the accumulation of points. Likewise, it reflects a significant integration of the interactions of the students with the LO, consequently it is a valid process for the use and modeling with gamification mechanics in the educational context, attending the school curriculum and evidencing the learning achievement obtained and responsiveness in the interaction with the proposed LO.
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