基于网络的游戏化指导在研究和工业之间的知识转移的潜力

Mareike Gabele, V. Fischer, Marie Steinbrügge, Denise Thiemke, Steffi Hußlein, C. Hansen
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引用次数: 1

摘要

研究结果表明,游戏化可以影响情绪、动机和行为。然而,为了将结果应用于工业中的软件开发,它们需要易于访问。为了实现知识转移,设计了一个基于网络的交互式工具的概念和原型,以一种简化的方式总结和可视化现有的研究成果和有关游戏化元素使用的实际例子。用户一步一步地为目标群体定义诸如使用背景、年龄、性别和用户类型等参数。在此基础上,对研究结果中的效应进行了简化,并以饼状图的形式分为四类。这旨在为行业中的用户提供选择适合他们使用的游戏化元素的能力。该方法是以用户为中心的方式开发的,包括对来自研究和/或行业的七名参与者进行研究前访谈,然后使用可点击的原型和定性公开访谈进行评估。研究了工业和研究的潜力。这种方法被认为有助于选择适合工业使用的游戏化元素。它可能会导致更快地发现研究结果,促进网络,并可能产生一种元评论。这些工具的细化可以支持研究和工业之间的互联互通,以及知识在游戏化中的转移和应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Potentials of a web-based gamification guidance for knowledge transfer between research and industry
Research results show that gamification can influence emotions, motivation and behavior. However, in order to apply the results in the software development in industry, they need to be easily accessible. To enable a knowledge transfer, a concept and a prototype for an interactive web-based tool were designed to summarize and visualize existing research results and practical examples in a simplified way regarding the use of gamification elements. Step by step, the user defines parameters such as context of use, age, gender and user type for the target group. Based on this, effects in research results are presented simplified and sorted in four categories in pie charts. This is intended to provide users in the industry with the competence to select appropriate gamification elements for their usage. The approach was developed in a user-centered way, including pre-study interviews with seven participants from research and / or industry, and then evaluated using a clickable prototype and qualitative open interviews. Potentials for industry and research were examined. The approach was perceived as supportive in selecting appropriate gamification elements for use in industry. It may lead to faster finding of research results, promote networking and may generate a kind of meta review. The elaboration of such tools may support the interconnection between research and industry, as well as the transfer and applicability of knowledge in gamification.
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