设计一个游戏化的web应用程序,用于训练学术阅读技能

E. Dovhaniuk, Tobias Thelen
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引用次数: 0

摘要

在本文中,我们介绍了教学、技术和交互设计方面的学习环境,以培养目前正在开发的高等教育中的学术文本阅读技能。这个概念是建立在从德语正字法标准领域的学术能力的游戏化学习环境中获得的经验。它使用间隔重复进行技能训练,而不仅仅是记忆事实,并维护用户模型,允许使用专家设计的技能列表和任务技能分配进行自适应任务选择。游戏化元素,如关卡和等级,已经被纳入其中,以提高玩家的积极性。只有19%的用户(n=121)在达到家庭作业的最低强制性目标时停止使用该应用程序,这表明激励效应对目标群体有效。通过分析要训练的学术阅读技巧和能力,为将这些经验转移到一个新的领域奠定了基础。在设计阶段,任务类别、界面模型和设想的web应用程序的游戏化机制已经勾画出来,现在它将作为一个开源应用程序实现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
DESIGNING A GAMIFIED WEB APPLICATION FOR TRAINING ACADEMIC READING SKILLS
In this paper, we present didactical, technical, and interaction design aspects of a learning environment for training academic text reading skills in higher education that is currently being developed. The concept is built on experience gained from a gamified learning environment for academic abilities in the domain of German orthography standards. It uses spaced repetition for skill training instead of just memorizing facts and maintains user models that allow for adaptive task selection using expert-designed skill lists and task-skill allocations. Gamification components such as levels and ranks have been incorporated to boost motivation. Only 19% of users (n=121) ceased using the application when they reached the minimum obligatory goal in homework assignments, indicating that the motivational effects work for the target group. The foundation for transferring these experiences to a new domain is laid by analyzing academic reading skills and competencies to be trained. In the design phase, task categories, interface mockups, and gamification mechanisms for the envisioned web application have been sketched, and it will now be implemented as an open-source application.
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