Experiverse:探索一个基于实验的游戏化应用程序,以激励儿童在非正式环境中进行科学学习

Feiran Zhang, Hanne Brynildsrud, Sofia Papavlasopoulou, K. Sharma, M. Giannakos
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引用次数: 0

摘要

学校的科学学习往往缺乏与现实生活的相关性和联系;因此,孩子们发现应用他们的知识具有挑战性,并可能逐渐失去对科学的动力和兴趣。游戏化展示了吸引儿童参与科学学习的巨大潜力。然而,很少有人研究如何为他们开发这样的游戏化应用程序。本文介绍了Experiverse,这是一个基于实验的游戏化应用程序,我们为儿童在非正式环境中的科学学习而开发。为了评估与Experiverse的互动和体验,我们从多个来源收集了25名儿童(9-13岁)的数据,包括日志数据、调查和访谈。结果表明,儿童的学习动机与他们使用Experiverse的乐趣和感知的学习结果显著相关。此外,研究结果还显示,儿童的感知学习成果与Experiverse的观看次数呈显著正相关。最后,讨论了未来儿童游戏化应用开发相关研究的启示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Experiverse: Exploring an experiment-based gamification application for motivating children to science learning in an informal setting
Science learning at schools often lacks relevance and connection to real life; therefore, children find it challenging to apply their knowledge and may gradually lose motivation and interest in science. Gamification demonstrates a promising potential to engage children in science learning. However, little work has explored how to develop such gamification applications for them. This paper presents Experiverse, an experiment-based gamification application we developed for children's science learning in informal settings. To evaluate the interaction and experience with Experiverse, we collected data from 25 children (aged 9-13) from multiple sources, including log data, surveys and interviews. Results indicated that children's motivation significantly correlates with their enjoyment and perceived learning outcome from using Experiverse. In addition, the results revealed that children's perceived learning outcome is significantly positively correlated with the number of view visits on Experiverse. Finally, we discuss the implications for future related research on gamification application development for children.
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