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Gamification Design in a History E-Learning Context

机译:历史学习环境中的游戏化设计

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摘要

Engagement is one of the main reasons for introducing gamification to learning and thus serves as an important measurement of its effectiveness. Gamification of learning aims to improve the learning process by making use of the motivating effects of digital game elements and techniques. However, summarizing gamification into points, badges and leaderboards is a very common misunderstanding of gamification hence greatly reducing purposed effect on the target (students). In this paper, we will explore the key elements that can lead to a good gamification in “History” as a learning context, driven by target (students) motivation and, based on the Octalysis framework.
机译:参与是将游戏化引入学习的主要原因之一,因此是衡量游戏化有效性的重要指标。游戏游戏化旨在通过利用数字游戏元素和技术的激励作用来改善学习过程。但是,将游戏化概括为要点,徽章和排行榜是对游戏化的一个非常普遍的误解,因此大大降低了对目标(学生)的故意影响。在本文中,我们将基于目标(学生)的动机并基于“八位分析”框架,探讨可以在“历史”中作为学习背景实现良好游戏化的关键要素。

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