游戏化作为电子学习网站的参与工具

Sofia Rebelo, P. Isaías
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引用次数: 11

摘要

目标/目的:随着电子学习变得越来越普遍,学生在在线环境中的参与成为一项核心挑战,因为在这种情况下,确保学生参与的要求往往更高。参与对电子学习的核心重要性在于,重点关注可用于促进其增强的各种工具和战略。背景:游戏化通常被描述为推动用户粘性、行为改变和忠诚度的重要工具,这对在线学习具有重要意义。本文旨在研究电子学习网站中游戏化工具的应用与参与水平之间的关系。研究方法:本研究采用了两种方法:对电子学习网站进行分析,以及对电子学习和/或游戏化专家进行方便而有目的的在线调查。贡献:本文通过强调和研究游戏化作为一种具有电子学习价值潜力的参与工具的积极作用,补充了现有的研究成果。调查结果:结果显示,大多数选定的电子学习网站都使用了游戏化和参与元素,专家认为最常用的工具是最有效的。同样明显的是,大量游戏化和参与元素的部署对提高参与度有积极的影响,这可以对电子学习的有效性产生建设性的影响。对从业者的建议:从从业者的角度来看,研究结果可以帮助学习设计师和教师制定游戏化策略,以提高学生的参与度。作为电子学习课程的核心挑战,参与需要一个多方面的方法来有效地解决,知道有积极结果的策略是向前迈出的一步,确保学生可以注册在线课程,而不会损害他们的参与。最后,缺乏投入不仅会对学生的学习体验产生严重影响,而且会对他们的实际学习成绩产生严重影响。因此,重要的是引导教育工作者走向良好的设计实践,以最大限度地提高这些设置的参与度。给研究人员的建议:从研究的角度来看,这些发现增加了越来越多的研究,通过强调游戏化对用户粘性的积极影响,并确定哪些元素更有效,来关注游戏化的好处。此外,不同数据来源的使用提供了一个更广泛的例子,说明当前通过运行的电子学习网站使用游戏化元素的情况,以及那些在课程实践中应用这些元素的人如何看待这些元素。未来研究:未来的研究工作可以集中在探索学生对游戏化的看法以及它如何影响他们的学习表现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification as an Engagement Tool in E-Learning Websites
Aim/Purpose: As e-Learning becomes increasingly pervasive, students’ engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement. Background: Gamification is often depicted as a significant instrument to drive engagement, behavior change, and loyalty, which can be of great significance to online learning. This paper aims to examine the relationship between the application of gamification tools and the level of engagement in e-Learning websites. Methodology: This research used two methods: the analysis of e-Learning websites and an online survey with a convenience and purposive sample of e-Learning and/or gamification experts. Contribution: This paper adds to the existing body of research by placing and emphasis on and examining the positive role of gamification as an engagement instrument with valuable potential for e-Learning. Findings: The results showed that the majority of the selected e-Learning websites use gamification and engagement elements and that the tools that are more commonly used were deemed as the most effective, by the experts. It became equally evident that the deployment of a larger number of gamification and engagement elements have positive repercussions in the enhancement of engagement, which can have constructive ramifications for the effectiveness of e-Learning. Recommendations for Practitioners: From a practitioner’s viewpoint the findings can assist both learning designers and teachers in the creation of gamification strategies to enhance students’ engagement. As a central challenge of e-Learning courses, engagement requires a multifaceted approach to be addressed effectively and knowing the strategies that have positive outcomes is a step forward in ensuring that the students can enroll in online courses and not be compromised with respect to their engagement. Finally, the lack of engagement can have serious repercussions not only on the learning experience of the students, but also on their actual academic performance. Hence, it is important to guide educators towards good design practices that can maximize engagement in these settings. Recommendation for Researchers: From a research perspective, these findings add to a growing body of studies that focus on the benefits of gamification by highlighting its positive repercussions on engagement and identifying which elements are more effective. In addition, the use of different sources of data provided a wider illustration of what is currently the use of gamification elements by functioning e-Learning websites and how those who apply them in practice in their courses perceive these elements. Future Research: Future research endeavours can focus on exploring students’ perceptions of gamification and how it influences their leaning performance.
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