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Encouraging Teacher-Sourcing of Social Recommendations Through Participatory Gamification Design

机译:通过参与式游戏化设计鼓励教师寻求社会推荐

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Teachers and learners who search for learning materials in open educational resources (OER) repositories greatly benefit from feed­back and reviews left by peers who have activated these resources in their class. Such feedback can also fuel social-based ranking algorithms and recommendation systems. However, while educational users appre­ciate the recommendations made by other teachers, they are not highly motivated to provide such feedback by themselves. This situation is com­mon in many consumer applications that rely on users' opinions for per­sonalisation. A possible solution that was successfully applied in sev­eral other domains to incentivise active participation is gamification. This paper describes for the first time the application of a comprehen­sive cutting-edge gamification taxonomy, in a user-centred participatory-design process of an OER system for Physics, PeTeL, used throughout Israel. Physics teachers were first involved in designing gamification fea­tures based on their preferences, helping shape the gamification mecha­nisms likely to enhance their motivation to provide reviews. The results informed directly the implementation of two gamification elements that were implemented in the learning environment, with a second experiment evaluating their actual effect on teachers' behaviour. After a long-term, real-life pilot of two months, teachers' response rate was measured and compared to the prior state. The results showed a statistically significant effect, with a 4X increase in the total amount of recommendations per month, even when taking into account the 'Covid-pandemic effect'.
机译:在开放教育资源(OER)存储库中搜索学习材料的教师和学习者可以从在课堂上激活这些资源的同龄人留下的反馈和评论中获益匪浅。这种反馈还可以为基于社交的排名算法和推荐系统提供支持。然而,尽管教育用户对其他教师的建议表示赞赏,但他们自己提供此类反馈的积极性并不高。这种情况在许多依赖用户意见进行个性化的消费者应用程序中很常见。游戏化是一种可能的解决方案,它成功地应用于其他几个领域,以激励积极参与。本文首次描述了在以色列各地使用的OER物理系统PeTeL的以用户为中心的参与式设计过程中,综合尖端游戏化分类法的应用。物理教师首先参与根据他们的喜好设计游戏化特征,帮助形成游戏化机制,从而增强他们提供评论的动机。研究结果直接反映了在学习环境中实施的两个游戏化元素,第二个实验评估了它们对教师行为的实际影响。经过两个月的长期、真实的试点后,测量了教师的反应率,并与之前的状态进行了比较。结果显示,即使考虑到“新冠病毒大流行效应”,每月的推荐总量也会增加4倍,具有统计学意义。

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