游戏化增强现实应用对几何学习的激励效应分析

Pornpon Thamrongrat, E. Law
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引用次数: 3

摘要

游戏化因其激励力量而得到认可,并越来越多地集成到基于增强现实(AR)的教育应用中。然而,关于游戏化AR应用对学习动机的影响,现有的研究结果仍然没有定论。为了解决这个问题,我们开发了一个增强现实学习应用程序和它的三个游戏化变体——徽章、点数和计时器。每个应用程序都由30名年龄在12-16岁之间的学生使用,用于学习3D几何。为了评估这些AR应用程序对学习动机的影响,我们构建了一个包含三个项目的问卷,测量兴趣、信心和使用意图,并在与应用程序进行六轮交互后进行管理。结果显示,游戏化应用和非游戏化应用之间的激励效果没有其他显著差异,点数的学习效果强于徽章或计时器。对设计游戏化元素的启示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Analysis of The Motivational Effect of Gamified Augmented Reality Apps for Learning Geometry
Gamification has been recognised for its motivational power and been increasingly integrated into Augmented Reality (AR)-based educational applications. However, results of the existing studies on the effect of gamified AR apps on learning motivation remain inconclusive. To address this issue, we developed an AR learning app and its three gamified variants - Badges, Points, and Timer. Each of the apps was used by a group of 30 students aged 12-16 years to learn 3D geometry. To assess the impact of these AR apps on learning motivation, we constructed a three-item questionnaire, measuring Interest, Confidence and Intention to Use, which was administered after each of the six rounds of interaction with the apps. Results showed that there were no other significant differences in the motivational effect between the gamified and non-gamified apps, and Points had a stronger learning effect than Badges or Timer. Implications for designing the gamification elements are drawn.
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