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Gamification for Low-Literates: Findings on Motivation, User Experience, and Study Design

机译:低文盲的游戏:关于动机,用户体验和学习设计的调查结果

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This study investigated the effects of the gamification elements of scaffolding, score and hints on the user enjoyment and motivation of people of low literacy. In a four-condition within-subjects experiment, participants performed mental spatial ability tests with the aforementioned elements. Quantitative results were inconclusive, but post-test interviews provided insights on the limited effectiveness of the gamification elements. Complex questionnaire wording, high task difficulty, and an improperly situated task environment all contributed to ceiling effects in the influence of scaffolding. Score was found to be ineffective without proper contextualization connecting the numerical score to clearer performance measures. Finally, the underused hints functionality has indicated the need for adequate 'mixed initiative' support.
机译:本研究调查了脚手架,分数和提示的戏剧元素对低识字人民的享受和动力的影响。在对象内的四种情况下,参与者用上述元素进行精神空间能力测试。定量结果是不确定的,但后检测面试提供了对游戏化元素有限有效性的见解。复杂的问卷措辞,高任务难度和不正确的任务环境都有助于脚手架影响的天花板效应。如果连接数值分数,则发现得分无效,无需正确的上下文化,以更清晰的性能措施。最后,未充分利用的提示功能表明需要足够的“混合计划”支持。

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