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The Effect of Gamification on Students with Different Achievement Goal Orientations

机译:游戏处理对不同成就目标方向的学生的影响

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In this study, we examined gamification in relation to achievement goal orientation. Achievement goal orientation is a psychological conceptualization that characterizes students' preferences to different goals, outcomes and rewards. We added achievement badges to an online learning environment used in a Data Structures and Algorithms course (N=278), and examined the responses of students with different achievement goal orientation profiles. Furthermore, we analyzed how students who were most motivated by badges differ from others in terms of achievement goal orientation and behavior. We found no significant differences in the behavior of the different goal orientation groups regarding badges when ana-lyzing the log data from the learning environment. However, their attitudes towards the badges varied. On the other hand, we found that students who reported high motivation towards badges had higher mastery-intrinsic, mastery-extrinsic and performance-approach orientation, and lower avoidance-orientation than others. All of them were already high-performing before the badges were introduced. However, not all high-performing students were motivated by the badges. We also identified a small avoidance-oriented group who reported very low motivation towards the badges. The results of this paper shed light on the reasons why students respond differently to gamification and on what underlying motivational aspects might contribute to a high or low motivation towards gamification.
机译:在这项研究中,我们审查了与成就目标方向有关的赌博化。成就目标取向是一种心理概念化,使学生对不同的目标,结果和奖励的偏好。我们将成就徽章添加到数据结构和算法课程中使用的在线学习环境(n = 278),并检查了不同成就目标方向概况的学生的响应。此外,我们分析了徽章最具动力的学生在实现目标方向和行为方面与他人不同。我们发现,当ANA-Lyzing来自学习环境的日志数据时,我们发现不同目标方向组的行为的行为没有显着差异。然而,他们对徽章的态度变化。另一方面,我们发现向徽章报告高动力的学生具有更高的掌握内在,掌握外在和性能 - 方法方向,以及比其他人的避免导向。在徽章介绍之前,所有这些都已经很高了。然而,并非所有高性能的学生都受到徽章的动力。我们还确定了一个小型避免导向的小组,他向徽章报告了非常低的动力。本文的结果阐明了学生对游戏的反应以及潜在的动机方面可能导致对游戏的高或低动力的原因。

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