{"title":"基于行为主义学习理论的有效游戏化应用Classcraft评估","authors":"F. Eugenio, Ardhee Joy T. Ocampo","doi":"10.1145/3316615.3316669","DOIUrl":null,"url":null,"abstract":"This paper presents a learner -- centered approach of the Classcraft gamification app, the learning approach of students was evaluated based on the behaviorism learning theory. The assessment of the gamification app was based on two criteria: Game elements of the gamification app and the Evaluation criteria in student learning (self- assessment and instructor's assessment). The gamification app was introduced to students to evaluate the learning capacity and its effect to students.","PeriodicalId":268392,"journal":{"name":"Proceedings of the 2019 8th International Conference on Software and Computer Applications","volume":"116 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":"{\"title\":\"Assessing Classcraft as an Effective Gamification App based on Behaviorism Learning Theory\",\"authors\":\"F. Eugenio, Ardhee Joy T. Ocampo\",\"doi\":\"10.1145/3316615.3316669\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents a learner -- centered approach of the Classcraft gamification app, the learning approach of students was evaluated based on the behaviorism learning theory. The assessment of the gamification app was based on two criteria: Game elements of the gamification app and the Evaluation criteria in student learning (self- assessment and instructor's assessment). The gamification app was introduced to students to evaluate the learning capacity and its effect to students.\",\"PeriodicalId\":268392,\"journal\":{\"name\":\"Proceedings of the 2019 8th International Conference on Software and Computer Applications\",\"volume\":\"116 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-02-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"10\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2019 8th International Conference on Software and Computer Applications\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3316615.3316669\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2019 8th International Conference on Software and Computer Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3316615.3316669","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Assessing Classcraft as an Effective Gamification App based on Behaviorism Learning Theory
This paper presents a learner -- centered approach of the Classcraft gamification app, the learning approach of students was evaluated based on the behaviorism learning theory. The assessment of the gamification app was based on two criteria: Game elements of the gamification app and the Evaluation criteria in student learning (self- assessment and instructor's assessment). The gamification app was introduced to students to evaluate the learning capacity and its effect to students.