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Gamification for Low-Literates: Findings on Motivation, User Experience, and Study Design

机译:低文盲的游戏化:动机,用户体验和研究设计的发现

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摘要

This study investigated the effects of the gamification elements of scaffolding, score and hints on the user enjoyment and motivation of people of low literacy. In a four-condition within-subjects experiment, participants performed mental spatial ability tests with the aforementioned elements. Quantitative results were inconclusive, but post-test interviews provided insights on the limited effectiveness of the gamification elements. Complex questionnaire wording, high task difficulty, and an improperly situated task environment all contributed to ceiling effects in the influence of scaffolding. Score was found to be ineffective without proper contextualization connecting the numerical score to clearer performance measures. Finally, the underused hints functionality has indicated the need for adequate 'mixed initiative' support.
机译:这项研究调查了脚手架的游戏化要素,得分和提示对低文化素养人群的用户享受和动机的影响。在一项四条件主题内实验中,参与者使用上述元素进行了心理空间能力测试。定量结果尚无定论,但测试后访谈提供了有关游戏化要素有限有效性的见解。问卷的措辞复杂,任务难度高以及任务环境布置不当,都对脚手架的影响产生了上限。如果没有适当的上下文关联将数字分数与更清晰的绩效指标联系起来,则分数被认为是无效的。最后,未充分利用的提示功能表明需要适当的“混合主动”支持。

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