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To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners' Behaviours and Motivation

机译:裁缝还是不裁缝游戏化?量身定制的游戏元素对学习者的行为和动机的影响分析

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Gamification, defined as the use of game elements in non game situations, is a widely used method to foster learner engagement and motivation. It is generally accepted that in order to be effective, gamification should be tailored to users. Currently, most systems adapt by assigning different game elements based on a single learner profile (e.g. dominant player type, personality or gender). However, there is no study yet that analyse the effect of combining several profiles. In this paper, we study the usage data from 258 students who used a gamified learning environment as a part of their mathematics class. By simulating different adaptation techniques, we show that the learner model chosen to tailor gamification has significant effects on learners' motivation and engaged behaviours depending on the profile(s) used in this context. We also show that tailoring to initial motivation to learn mathematics can improve intrinsic motivation. Finally, we show that tailoring to both player type and motivation profiles can improve intrinsic motivation, and decrease amotivation, compared to a single adaptation only based on learner motivation. We discuss the implications of our findings regarding the choice of a learner model for tailoring gamification in educational environments.
机译:游戏化被定义为在非游戏情况下使用游戏元素,是一种促进学习者参与和激励的广泛使用的方法。人们普遍认为,为了发挥作用,游戏化应该针对用户进行量身定制。当前,大多数系统通过基于单个学习者概况(例如,主要玩家类型,性格或性别)分配不同的游戏元素来适应。但是,尚无研究分析组合多个配置文件的效果。在本文中,我们研究了来自258个学生的使用数据,这些学生在他们的数学课中使用了游戏化的学习环境。通过模拟不同的适应技术,我们表明,选择用来定制游戏化的学习者模型对学习者的动机和参与行为有重大影响,具体取决于在此上下文中使用的配置文件。我们还表明,针对学习数学的初始动机进行量身定制可以提高内在动机。最后,我们表明,与仅基于学习者动机的单个适应相比,针对玩家类型和动机档案进行调整可以提高内在动机,并降低动机。我们讨论了我们的发现对在教育环境中定制游戏化的学习者模型选择的启示。

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