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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在学习中的影响

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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,将乐趣引发乐趣,以激励其用户,游戏已被认为是有用的,以吸引当前的生成Z学生。与基于游戏的学习方法,如基于数字游戏的学习,严肃的游戏和最近的游戏。然而,随着教师的越来越多,使用游戏化;非游戏上下文中的游戏元素一直在获得势头。虽然已经过研究表明了群体对学习的影响,但通过传统和在线方法学习的游戏元素的基础一直冒险。因此,使用游戏化平台作为学生学习科学的调解员进行混合方法研究。八周的游戏在线干预是在与传统教室的串联进行的。使用的游戏元素是积分,徽章,而排行榜反映在积分和徽章的数量上。根据与参与者的访谈的调查结果发现所有要素的一部分都在吸引学生学习的兴趣,更多徽章和排行榜。还发现某些元素是优选的,以获取在线或离线。

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