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Gamification on Senior Citizen's Information Technology Learning: The Mediator Role of Intrinsic Motivation

机译:老年人信息技术学习的游戏化:内在动机的中介作用

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Gamification refers to the use of game elements in a non-game context so as to increase users' engagement and improve their experience. In recent years, gamification has been promoted by both practitioners and scholars as a superior alternative to traditional training methods in terms of improving students' learning process and performance. In this paper, we attempted to verify the effectiveness of gamified training in a unique context, i.e., to help senior users learn new information technology. We proposed a theoretical model to explain why gamification can positively affect senior users' learning experiences and outcomes. Through a laboratory experiment and a pilot study of 9 senior participants, we investigated whether or not gamification can really help improve senior people's learning process and performance. This paper not only extends gamification studies to the context of senior citizen education, its empirical results can also help practitioners design better gamified applications for senior users.
机译:游戏化是指在非游戏环境中使用游戏元素,以增加用户的参与度并改善他们的体验。近年来,从改善学生的学习过程和表现方面,从业者和学者都促进了游戏化,作为传统培训方法的一种替代选择。在本文中,我们试图在独特的背景下验证游戏化培训的有效性,即帮助高级用户学习新的信息技术。我们提出了一种理论模型来解释为什么游戏化可以积极影响高级用户的学习经历和结果。通过实验室实验和对9位高级参与者的试点研究,我们研究了游戏化是否真的可以帮助改善老年人的学习过程和绩效。本文不仅将游戏化研究扩展到了老年人教育的背景,其实证结果还可以帮助从业者为老年人设计更好的游戏化应用程序。

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