为游戏化教育中的用户配置文件和活动建模的本体

IF 3.1 Q1 EDUCATION & EDUCATIONAL RESEARCH
P. Palomino, A. Toda, Luiz Rodrigues, Wilk Oliveira, L. Nacke, Seiji Isotani
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引用次数: 3

摘要

教育领域的游戏化研究通常侧重于通过提高学生的学习动机来激励他们提高学习成绩。行为特征分类通常用于此(称为“玩家”或“用户类型”),这支持学生体验的个性化。这些分类是从玩家或非玩家的角度来考虑这些资料。然而,在教育研究中,有必要广泛地检查这些行为概况,以创建基于学习者内在驱动因素和动机的教学设计。这些概念之间的关系是主观的,复杂的,难以分类,要求研究弥合这一差距。因此,在本文中,我们提出了一个应用本体的设计和评估,该本体旨在表示Jung的原型(例如,英雄,亡灵和其他)之间的关系,适用于教育目的,创建了一种建模用户配置文件的新方法,一种专门用于教育环境的游戏元素分类,以及Bloom的修订分类法,用于分类学习活动类型。该本体使个性化和教学设计与学生的学习活动类型直接相关。我们证明了提出的本体可以帮助创建更好的游戏化设计来支持学习,并且我们设想它可以用于创建不插电游戏化策略和个性化游戏化教育系统。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An ontology for modelling user' profiles and activities in gamified education
Gamification studies in the educational domain usually focus on motivating students to increase their learning performance by enhancing their motivation. Classifications of behavioural profiles are often used for this (referred to as “gamer” or “user types”), which support the personalization of students’ experiences. These classifications consider these profiles from gamers’ or non-gamers’ points of view. However, within education research, it is necessary to broadly inspect these behavioural profiles to create an instructional design based on learners’ intrinsic drivers and motivations. The relationship between these concepts is subjective, complex, and difficult to categorize, demanding research to bridge this gap. Therefore, in this article we present the design and evaluation of an application ontology that seeks to represent relationships between Jung’s archetypes (e.g., the Hero, the Outlaw and others) adapted for educational purposes, creating a new approach for modelling user profiles, a taxonomy of game elements specific for use in educational contexts, and Bloom’s revised taxonomy to classify learning activities types. This ontology enables personalized and instructional designs directly related to the learning activity type for students. We demonstrate that the proposed ontology can help create better gamification designs to support learning, and we envision it to be used both to create unplugged gamification strategies and personalized gamified educational systems.
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来源期刊
CiteScore
7.10
自引率
3.10%
发文量
28
审稿时长
13 weeks
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