社交虚拟现实中的远程教育游戏化:以学生参与为例

S. Mystakidis
{"title":"社交虚拟现实中的远程教育游戏化:以学生参与为例","authors":"S. Mystakidis","doi":"10.1109/IISA50023.2020.9284417","DOIUrl":null,"url":null,"abstract":"Sustaining students’ interest and engagement in semester-long courses in distance learning settings is a tangible challenge in Higher Education. Social Virtual Reality platforms feature richer, spatial affordances in comparison to 2D, webbased synchronous and asynchronous systems. Gamification is a promising method which adds an additional, affective layer to learning in the direction of the enhancement of motivation. In this article the results of an exploratory study on student active engagement applying gamification in a postgraduate distance education course taught at a UK university are presented. Based on the design principles of a gamified course, student experiences and recommendations to practitioners are discussed.","PeriodicalId":109238,"journal":{"name":"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"14","resultStr":"{\"title\":\"Distance Education Gamification in Social Virtual Reality: A Case Study on Student Engagement\",\"authors\":\"S. Mystakidis\",\"doi\":\"10.1109/IISA50023.2020.9284417\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Sustaining students’ interest and engagement in semester-long courses in distance learning settings is a tangible challenge in Higher Education. Social Virtual Reality platforms feature richer, spatial affordances in comparison to 2D, webbased synchronous and asynchronous systems. Gamification is a promising method which adds an additional, affective layer to learning in the direction of the enhancement of motivation. In this article the results of an exploratory study on student active engagement applying gamification in a postgraduate distance education course taught at a UK university are presented. Based on the design principles of a gamified course, student experiences and recommendations to practitioners are discussed.\",\"PeriodicalId\":109238,\"journal\":{\"name\":\"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-07-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"14\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IISA50023.2020.9284417\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IISA50023.2020.9284417","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 14

摘要

在远程学习环境中保持学生对学期课程的兴趣和参与是高等教育的一个切实挑战。与2D、基于web的同步和异步系统相比,社交虚拟现实平台具有更丰富的空间功能。游戏化是一种很有前途的方法,它在增强动机的方向上为学习增加了额外的情感层面。本文介绍了在英国一所大学的研究生远程教育课程中应用游戏化对学生积极参与的探索性研究结果。基于游戏化课程的设计原则,讨论了学生的经验和对从业者的建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Distance Education Gamification in Social Virtual Reality: A Case Study on Student Engagement
Sustaining students’ interest and engagement in semester-long courses in distance learning settings is a tangible challenge in Higher Education. Social Virtual Reality platforms feature richer, spatial affordances in comparison to 2D, webbased synchronous and asynchronous systems. Gamification is a promising method which adds an additional, affective layer to learning in the direction of the enhancement of motivation. In this article the results of an exploratory study on student active engagement applying gamification in a postgraduate distance education course taught at a UK university are presented. Based on the design principles of a gamified course, student experiences and recommendations to practitioners are discussed.
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:481959085
Book学术官方微信