那么,为什么学生在游戏化课程中表现更好呢?理解教育游戏化中的动机风格

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Jared R. Chapman, Tanner B. Kohler, Samuel K. Gedeborg
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引用次数: 0

摘要

近年来,对游戏化在教育环境中的影响的研究一直是一个不断发展的领域。随着研究表明游戏化系统在教育环境中有效激励学习者的力量,也很明显,并非所有人都以相同的方式或在相同程度上受到同一游戏化系统的激励。个人在网络游戏中的态度和行为模式通常被称为玩家类型。几乎所有玩家类型的模型都是在在线游戏环境中开发的,尽管它们有时也应用于教育环境。由于在线游戏和教育游戏化在重要方面不同,在线游戏中开发的玩家类型模型并不是描述个人教育动机或规定教育游戏化设计最佳实践的最佳工具。在本文中,我们通过提出一个在游戏化教育环境中开发的动机风格模型来解决这一差距。利用对游戏化组织行为课程动机数据的主成分分析,我们定义了一个双因素空间,包括以下动机维度:(1)社会动机与个人动机;(2)效用动机与成就动机。在这个空间里,我们描述了四个动机简介:公民——被小组工作和同行评审等社会任务所激励;实用主义者——以完成传统作业和考试为动力;游戏玩家——受到游戏元素的激励,这些元素显示了一个人与同龄人相比的进步,并提供了社会强化反馈;成就者——通过提高个人在课程中的进步来激励自己。我们还建议了为每种动机类型的学生设计优化的教育游戏化体验的最佳实践。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
So, Why Do Students Perform Better in Gamified Courses? Understanding Motivational Styles in Educational Gamification
Research on gamification’s effects in educational environments has been a growing domain in recent years. As research has demonstrated the power of gamified systems to effectively motivate learners in educational settings, it has also become clear that not all individuals are motivated in the same way, or to the same extent, by the same gamified system. Patterns in individuals’ attitudes and behaviors in online gaming are commonly known as player types. Nearly all player-type models were developed in online gaming settings, though they are sometimes applied to educational environments. Because online gaming and educational gamification are different in important ways, player-type models developed in online gaming are not optimal tools for describing the individuals’ motivations in education or prescribing best practices for educational gamification design. In this paper we address this gap by presenting a motivational-style model developed in a gamified educational setting. Using principal component analysis on motivational data taken from gamified Organizational Behavior courses, we define a two-factor space including the following motivational dimensions: (1) social versus individual motivators and (2) utility versus accomplishment motivators. Within this space, we describe four motivational profiles: Citizen—being motivated by social assignments like group work and peer review; Pragmatist—being motivated by completing traditional assignments and exams; Gamer—being motivated by game elements that show one’s progress compared to their peers and provide social reinforcing feedback; and Achiever—being motivated by improving one’s individual progress in a course. We also suggest best practices for designing educational gamification experiences optimized for students from each motivational type.
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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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