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Effects of a Gamified Learning Platform on Elementary School Students' Flow Experiences in Leisure Reading

机译:娱乐学习平台对休闲阅读中小学生流动经验的影响

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Reading is the basis of most learning but is regarded by students as a boring activity in Hong Kong. Therefore, schools in Hong Kong have launched different reading programs to promote reading. One of the successful examples is Reading Battle which gamifies the reading comprehension assessments with points, levels, e-badges and leaderboard on an interactive learning platform. This study looked into how gamification affected the flow experience of students and discussed to what extent the nine flow dimensions were experienced by them, especially the heavy users of the gamified learning platform. This case study chose nine students from four different elementary schools in Hong Kong and adopted a mixed method such as questionnaires and interviews. While many students first did it for external motivation such as getting more points and ranking high on the leaderboard, the study found that the heavy users of Reading Battle became committed to reading and many enjoyed the flow experiences where they seemed to forget about time and discomfort and truly enjoyed the reading process.
机译:阅读是大多数学习的基础,但被学生视为香港的无聊活动。因此,香港的学校推出了不同的阅读计划来促进阅读。其中一个成功的例子是阅读战斗,它在互动学习平台上用点,水平,电子徽章和排行榜绘制阅读理解评估。这项研究看着游戏化如何影响学生的流动体验,并讨论它们的程度,特别是九个流量尺寸,特别是游戏学习平台的沉重用户。本案例研究选择了香港四所不同小学的九所学生,采用了调查问卷和访谈等混合方法。虽然许多学生首先为外部动机做了这样做,但在排行榜上获得更多的积分和排名,但研究发现,阅读战斗的沉重用户变得致力于阅读,许多人享受他们似乎忘记时间和不适的流动体验并真正享受阅读过程。

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