教育中的游戏化叙事:为什么你应该关注?

P. Palomino, A. Toda, Wilk Oliveira, A. Cristea, Seiji Isotani
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引用次数: 37

摘要

将游戏化应用于教育研究的重点是鼓励学生执行特定任务,然而,许多研究仍未确定游戏化对参与度的影响程度。此外,用于在这些系统中应用游戏化的框架主要是结构性的(如得分和排名系统),而不是内容框架(游戏邦注:将游戏元素应用于内容)。因此,本文旨在为游戏化目的创造一个叙事定义。首先,我们从回顾其他媒体(如游戏)的叙述概念入手进行实证研究。然后,我们将这些定义映射为特征,并跨越它们之间的相似性和差异性,以找到可以应用于游戏化背景的共同点。我们的研究结果表明,在游戏化环境中使用的叙事元素定义最好偏离游戏,但其定义是独特的,可以将其分离出来并用于未来的框架中。我们还发现,这一概念的特征与用户体验有些相似。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Narrative for Gamification in Education: Why Should you Care?
Gamification applied to education studies are focusing to encourage students to perform specific tasks, however many of these studies are still inconclusive about how much gamification can influence engagement. Also, the frameworks used to apply gamification in those systems are mainly structural (e.g. scoring and ranking systems) rather than content frameworks (where the game elements are applied to the content). Therefore, this paper aims at creating a narrative definition exclusively for gamification purposes. First, we developed an empirical research starting with a literature review of the narrative concept in other medias, such as games. Then, we mapped these definitions into features and crossed the similarities and differences across them, to find a common ground that could be applied in gamification contexts. Our results show that the narrative element definition to use in gamification contexts best drifts from the games ones, however its definition is unique to the point it could be isolated and used in future frameworks. We also found that the characteristics of this concept resembles some of User Experience.
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