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The impacts of infusing game elements and gamification in learning

机译:注入游戏元素和游戏化对学习的影响

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With its interactive feature that infuses fun to motivate its users, games have been considered useful to engage the current batch of Generation Z students. With games based learning methods such as digital game based learning, serious games and more recently gamification. Yet, with the increasing tasks of teachers nowadays, the use of gamification; game elements in non-gaming context, has been gaining momentum. Although there has been research that has shown the effects of gamification on learning, the fundamental of game elements on learning via traditional and online method has been less ventured into. Thus, a mixed method research was carried out using a gamification platform as a mediator for students learning Science. The eight week gamified online intervention was carried out in tandem with the traditional classroom. The game elements used were points and badges whilst leaderboard was reflected on the amount of points and badges. The findings based on the interviews with the participants found all the elements plays a part in engaging the interest of students in learning, more so badges and leaderboard. It was also identified that certain elements are preferred to acquire either online or offline.
机译:凭借其互动功能,可以激发用户的乐趣,游戏被认为对吸引当前的Z代学生很有用。使用基于游戏的学习方法,例如基于数字游戏的学习,严肃的游戏以及最近的游戏化。然而,随着当今教师任务的增加,使用游戏化技术已成为现实。在非游戏背景下的游戏元素,一直在发展。尽管已经有研究表明游戏化对学习的影响,但是通过传统和在线方法进行学习的游戏元素的基础却很少受到冒险。因此,使用游戏化平台作为学生学习科学的媒介,进行了混合方法研究。为期八周的在线在线游戏干预与传统教室一起进行。所使用的游戏元素是积分和徽章,而排行榜则反映在积分和徽章的数量上。根据对参与者的访谈发现,所有要素都在激发学生的学习兴趣中发挥了作用,徽章和排行榜更是如此。还确定了某些要素更倾向于在线或离线获取。

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