青少年篮球训练中游戏化元素的行为设计与球员类型探索

IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH
Zeping Feng, Newman Lau, Mengxiao Zhu, Mengru Liu, Rehe Refati, Xiao Huang, Kun-pyo Lee
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引用次数: 0

摘要

在中国大陆,大多数运动员的运动训练过程是高度同质化的,这种同质化导致运动员的个体特征和特定特征无法得到有效的识别,难以根据自己的优势和特点进行运动。此外,现有的运动训练软件并没有区分球员的类型,提供定制的角色。因此,需要提供有效和个性化的方法来引导运动员进行更自主的运动训练。目前的研究表明,在运动训练过程中的游戏化设计可以将运动员独特的意识行为转化为习惯,从而增加他们的自主性。然而,目前运动训练中的游戏化设计只是基于统一的游戏化元素,没有考虑到玩家的动机和游戏化体验,这是运动训练同质化的主要原因之一。因此,本研究旨在确定有助于运动训练领域游戏化系统设计的因素,并确定运动员在运动过程中的游戏化体验之间的关系。这将有助于研究者在游戏化体验的发展下,深入探索青少年篮球训练学习环境的可能性。这项设计驱动的研究进行了离线和在线问卷调查(N = 198),采用7点李克特量表和SPSS辅助方法进行分析,确定了在年轻球员篮球训练背景下建立游戏化设计元素偏好分析框架的潜力。基于这些结果,本文发现沉浸感与游戏化体验中的成就之间存在相关性,并提出了运动训练领域的游戏化系统设计框架,并提供了可能有助于开发能够激励玩家的游戏化设计的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Behavioural design of gamification elements and exploration of player types in youth basketball training
Abstract In Mainland China, the sports training process of most players is highly homogenized, the convergence of which makes them ineffectively be identified with their individual and specific profile and difficult for them to play the sports according to their strengths and characteristics. Moreover, existing sports training software does not differentiate between player types to provide customized persona. Therefore, efficient and personalized methods need to be provided to guide players towards more autonomous sports training. Current research shows that gamification design in the process of sports training can transform players' unique conscious behaviors into habits, thus increasing their autonomy. However, the current gamification design in sports training is only based on uniform gamification elements and does not take into account the player's motivation and gamification experience, which is one of the main reasons for the homogenization of sports training. Therefore, this study aimed to identify factors that contribute to the design of gamification systems in the field of sports training, as well as to determine the relationship between players' gamification experiences during sport. It will help the researchers to explore in depth the possibilities of learning environments for youth basketball training with the development of gamified experiences. This design-driven study performed both offline and online questionnaire research (N = 198), which was analyzed with the method of a 7-point Likert scale as well as the assistance of SPSS, identified potential for the establishment of a framework for analysing preferences for gamification design elements in the context of basketball training for young players. Based on the results, this paper finds that there is a correlation between immersion and achievement in gamification experiences and proposes a framework for gamification system design in the field of sports training and offers insight that may enable the development of gamification designs that can motivate players.
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来源期刊
Smart Learning Environments
Smart Learning Environments Social Sciences-Education
CiteScore
13.20
自引率
2.10%
发文量
29
审稿时长
19 weeks
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