基于人格特质的青少年高等教育路径选择游戏化工具的设计与开发

D. Bhalerao, Dhiraj Bagul, Nikhil Kesapure, Deven Bharati, Rupa Hiremath, Nabin Thakur, S. Barve
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引用次数: 1

摘要

游戏化是一种强大的方式,可以让玩家沉浸在一种有效而有趣的情绪中。目前的研究工作展示了游戏化是如何以一种创新的方式设计和开发的,以发现青少年的不同性格特征,并根据他们的性格特征,将其与不同职业的要求联系起来,为他们推荐可能的职业选择。使用OCEAN模型找出不同的个性,并使用设计,元素和故事等游戏化概念来开发游戏化系统。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Design and Development of Gamification Tool for Teenagers for Selection of Higher Education Path Based on Personality Traits
Gamification is used as a powerful way to connect and engage player in an effective and enjoyable funny mood. The current research work demonstrates how gamification is designed and developed in an innovative way to find out different personality traits of the teenagers and recommends the possible career choices available for them based on their personality traits connecting it to the requirements of different professional careers. OCEAN model is used to find out different personalities and gamification concepts like design, elements and storytelling are used to develop gamified system.
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