{"title":"聋哑学生在游戏化漫画学习对象中的动机","authors":"Raul Inácio Busarello, V. Ulbricht","doi":"10.1109/LACLO.2017.8120903","DOIUrl":null,"url":null,"abstract":"Based on challenge of identifying which gamification elements can promote student motivation in accessible and innovative learning objects, this article aims to present the opinion of deaf students volunteers when they had been using a hypermedia comics learning object. The methodology was qualitative, applied in a questionnaire structured in ARCS model. As a result, the motivational potential of the artifact is emphasized, with emphasis on strategies and dynamics of gamification, information visualization and proposed challenges.","PeriodicalId":278097,"journal":{"name":"2017 Twelfth Latin American Conference on Learning Technologies (LACLO)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The deaf student motivation in a gamified comics learning object\",\"authors\":\"Raul Inácio Busarello, V. Ulbricht\",\"doi\":\"10.1109/LACLO.2017.8120903\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Based on challenge of identifying which gamification elements can promote student motivation in accessible and innovative learning objects, this article aims to present the opinion of deaf students volunteers when they had been using a hypermedia comics learning object. The methodology was qualitative, applied in a questionnaire structured in ARCS model. As a result, the motivational potential of the artifact is emphasized, with emphasis on strategies and dynamics of gamification, information visualization and proposed challenges.\",\"PeriodicalId\":278097,\"journal\":{\"name\":\"2017 Twelfth Latin American Conference on Learning Technologies (LACLO)\",\"volume\":\"11 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 Twelfth Latin American Conference on Learning Technologies (LACLO)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/LACLO.2017.8120903\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 Twelfth Latin American Conference on Learning Technologies (LACLO)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/LACLO.2017.8120903","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The deaf student motivation in a gamified comics learning object
Based on challenge of identifying which gamification elements can promote student motivation in accessible and innovative learning objects, this article aims to present the opinion of deaf students volunteers when they had been using a hypermedia comics learning object. The methodology was qualitative, applied in a questionnaire structured in ARCS model. As a result, the motivational potential of the artifact is emphasized, with emphasis on strategies and dynamics of gamification, information visualization and proposed challenges.