通过提高电脑游戏技术的吸引力来提高学生的学习动机:决定成功的可衡量结果。

M. Mann
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引用次数: 6

摘要

在21世纪,教育工作者被要求从更广泛的角度思考技术在吸引学习者从事对他们有意义的任务方面的目的。正如本文所描述的,通过技术,研究者试图通过开发一个更具吸引力的在线游戏框架来扩大学生的参与水平。该研究试图通过将目标导向较低的迷宫游戏修改为一种名为“下坡滑雪”的运动挑战来增加用户粘性。在为个人速降滑雪运动创建模拟软件时,速降滑雪应用程序是使用elm编程语言开发的。由于Elm是一种相对容易学习的编程语言,因此Elm代码可以根据预期目的进行修改和塑造。通过使用EGameFlow调查(一种经过内部和外部有效性测试的工具),该研究表明,通过将游戏的性质从迷宫式转变为电子竞技挑战,在EGameFlow测量的8个类别中,有7个类别的用户粘性水平得到了提高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Increasing Student Motivation to Learn by Making Computer Game Technology More Engaging: Measurable Outcomes That Determine Success.
In the 21 st Century, Educators are called to thinking in broader terms about the purpose of technology in engaging learners to work on tasks that are meaningful to them. Through technology, as described in this paper, the researcher has attempted to broaden student engagement level by developing a more engaging online game framework. The research attempted to increase engagement by modifying a less goal oriented maze game into a sporting challenge called Downhill Skier. In creating simulation software for the individual sport of downhill skiing, the Downhill Skier app was developed using the elm programming language. Since Elm is a relatively easy programming language to learn, Elm code can be modified and shaped to ones intended purpose. Using the EGameFlow Survey, an instrument that has been tested for internal and external validity, the research demonstrated that engagement levels were increased, in seven of the eight categories that EGameFlow measures, by changing the nature of the game from a maze walk through into an e-sport challenge.
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