{"title":"教育中的游戏化设计","authors":"Gil Moutinho, I. Azevedo","doi":"10.4018/978-1-7998-5021-2.ch002","DOIUrl":null,"url":null,"abstract":"Gamification consists of the usage of game elements in non-entertainment applications to improve the motivation and results of their users. Guidelines can prevent the problem of poor gamification design and, in the world of education, be used in gamified educational systems to help students finish their courses. Some popular gamification design frameworks were studied, leading to the creation of a set of five guidelines that bring together their strengths while addressing their weaknesses. These guidelines were used for the development of a Moodle course aimed at college students, along with a plugin called “Gamification Banner.” This environment was evaluated by a group of volunteers, and it was found that students favor gamification, although it was not possible to prove that their grades are positively influenced given the short time of the tests.","PeriodicalId":209140,"journal":{"name":"Practical Perspectives on Educational Theory and Game Development","volume":"85 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification Design in Education\",\"authors\":\"Gil Moutinho, I. Azevedo\",\"doi\":\"10.4018/978-1-7998-5021-2.ch002\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification consists of the usage of game elements in non-entertainment applications to improve the motivation and results of their users. Guidelines can prevent the problem of poor gamification design and, in the world of education, be used in gamified educational systems to help students finish their courses. Some popular gamification design frameworks were studied, leading to the creation of a set of five guidelines that bring together their strengths while addressing their weaknesses. These guidelines were used for the development of a Moodle course aimed at college students, along with a plugin called “Gamification Banner.” This environment was evaluated by a group of volunteers, and it was found that students favor gamification, although it was not possible to prove that their grades are positively influenced given the short time of the tests.\",\"PeriodicalId\":209140,\"journal\":{\"name\":\"Practical Perspectives on Educational Theory and Game Development\",\"volume\":\"85 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Practical Perspectives on Educational Theory and Game Development\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4018/978-1-7998-5021-2.ch002\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Practical Perspectives on Educational Theory and Game Development","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/978-1-7998-5021-2.ch002","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gamification consists of the usage of game elements in non-entertainment applications to improve the motivation and results of their users. Guidelines can prevent the problem of poor gamification design and, in the world of education, be used in gamified educational systems to help students finish their courses. Some popular gamification design frameworks were studied, leading to the creation of a set of five guidelines that bring together their strengths while addressing their weaknesses. These guidelines were used for the development of a Moodle course aimed at college students, along with a plugin called “Gamification Banner.” This environment was evaluated by a group of volunteers, and it was found that students favor gamification, although it was not possible to prove that their grades are positively influenced given the short time of the tests.