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Raising Teachers Empowerment in Gamification Design of Adaptive Learning Systems: A Qualitative Research

机译:自适应学习系统游戏化设计中教师能力的提高:定性研究

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Despite the positive outcomes obtained through the application of gamification in the technology-enhanced learning context, previous studies have also reported unexpected results concerning students' engagement, learning outcomes, and motivation in gamified learning systems. To increase the chances of obtaining positive results in this context, this article proposes a "gamification analytics model for teachers". In this model, teachers are allowed to define interaction goals, monitor students' interaction with the system' learning resources and the gamification elements, and adapt the gamification design through missions to motivate disengaged students to achieve the interaction goals defined. However, the gamification analytics model-based design concepts that will be implemented to support the learning process should be well-planned to teachers' needs. Hence, one of the contributions of this paper is the validation of twenty design concepts based on the gamification analytics model for teachers by using the speed dating method. Our results suggest that teachers judged useful/relevant visualize students' interaction with gamification elements such as missions, levels to help them understand the students' status, but did not evaluate the visualization of the interaction of students with trophies relevant. Teachers also highly evaluated the creation of personalized missions for a student or a specific group as relevant to help demotivated students to engage and achieve the desired goals. Therefore, this study provides some relevant insights to guide the design and re-design of gamified adaptive learning systems.
机译:尽管通过在技术增强的学习环境中应用游戏化获得了积极的成果,但先前的研究也报告了与学生的参与度,学习成果和游戏化学习系统的动机有关的意想不到的结果。为了增加在这种情况下获得积极成果的机会,本文提出了“教师游戏化分析模型”。在此模型中,允许教师定义互动目标,监控学生与系统学习资源和游戏化元素的互动,并通过任务来调整游戏化设计,以激励脱离接触的学生实现所定义的互动目标。但是,应针对教师的需求精心计划将基于游戏化分析模型的设计概念,以支持学习过程。因此,本文的贡献之一是使用快速约会方法验证了基于游戏化分析模型的二十个设计概念。我们的结果表明,教师认为有用/相关的视觉化学生与游戏化元素(如任务,水平)的互动可以帮助他们理解学生的状况,但并未评估学生与相关奖杯的互动的可视化。教师还高度评价为学生或特定群体创建个性化任务的相关性,以帮助失去动力的学生参与并实现期望的目标。因此,本研究提供了一些相关见解,可指导游戏化自适应学习系统的设计和重新设计。

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