使用游戏技术设计学习成果:原型设计元素和过程的一个例子

IF 0.1 Q4 MULTIDISCIPLINARY SCIENCES
Alina Lobanova, Karina Chiknoverova, Irina Tomina
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引用次数: 0

摘要

引言:本文描述了在使用游戏化方法后预测学习结果的可能性。对在一个学科框架内收集的数据进行了分析。建议为该课程开发一个使用游戏技术的规范程序。材料和方法:方法论部分集中于确定课程的问题领域,并为特定任务选择游戏化元素。结果和讨论:描述了计划实施后的预期结果。描述了一个关于个人游戏机制用于教育目的的假设想法,但需要进一步的实践试验。确定了将复杂的激励计划融入教育过程和解决提高学习效率问题的相关性。结论:描述了使用各种方式让学生参与进来,并保持教育任务和游戏任务之间的平衡。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
El diseño de los resultados de aprendizaje utilizando las tecnologías de juego: un ejemplo de los elementos y procesos del diseño arqu
Introduction: This article describes the possibilities of forecasting learning outcomes after using gamification methods. The analysis of data collected within the framework of one academic discipline is given. The development of a regulating program using game technologies for the course is proposed.  Materials and Methods: The methodological part is concentrated on identifying the problem areas of the course and selecting gamification elements for specific tasks. Results and Discussion: The expected result after the implementation of the program is described. A hypothetical idea about the prospective use of individual game mechanics for educational purposes is described but requires further practical trial. The relevance of the development of complex motivational programs integrated into the educational process and solving the problem of improving the effectiveness of learning is identified. Conclusions: The use of various ways of involving students, and maintaining the balance between educational and game tasks is described.
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来源期刊
Revista Innovaciencia
Revista Innovaciencia MULTIDISCIPLINARY SCIENCES-
CiteScore
0.20
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