调查量身定制的游戏化对学习者在学习环境中长期参与的影响

Q1 Social Sciences
Audrey Serna, Stuart Hallifax, Élise Lavoué
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引用次数: 0

摘要

在数字化学习环境中,游戏化被广泛用于提高学习者的学习动机和参与度。各种研究都强调了根据用户特征定制游戏化的必要性。然而,关于定制游戏化如何影响学习者与环境互动时的参与度,我们知之甚少。在本文中,我们在为期六周的现实世界课堂条件下的大规模实地研究中分析了学习者的行为。我们确定了三种行为模式,并在全球范围内表明,其中两种模式受到适应的影响。当我们观察学习者的参与度如何随着时间的推移而变化时,我们看到了适应条件下更多的差异,特别是在实验的最后几节课中。整体而言,学习者的参与行为会随着时间的推移而逐渐减少,但根据行为模式,为学习者量身定制游戏元素似乎可以减少这种减少或使其更稳定。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Investigating the Effects of Tailored Gamification on Learners’ Engagement over Time in a Learning Environment
Gamification has been widely used to increase learners’ motivation and engagement in digital learning environments. Various studies have highlighted the need to tailor gamification according to users’ characteristics. However, little is known about how tailoring gamification affects learners’ engagement when interacting with the environment. In this paper, we analyse learners’ behaviours in a large-scale field study in real-world classroom conditions over a six-week period. We identify three behavioural patterns and show at a global level that two of these patterns are influenced by adaptation. When we look at how learners’ engagement evolves over time, we see more differences in the adapted condition, specifically in the final lessons of the experiment. Globally learners’ engaged behaviours gradually decreased over time but tailoring the game elements to learners seemed to reduce this decrease or make it more stable, depending on the behavioural patterns.
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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