首页> 外文会议>International Conference on Intelligent Games and Simulation >EFFECTS OF DAILY ROUTINE ON STUDENTS' SDT NEEDS SATISFACTION: A PILOT STUDY TOWARDS DEVELOPING A DIGITAL GAMIFIED SYSTEM
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EFFECTS OF DAILY ROUTINE ON STUDENTS' SDT NEEDS SATISFACTION: A PILOT STUDY TOWARDS DEVELOPING A DIGITAL GAMIFIED SYSTEM

机译:日常生活对学生SDT的影响需求满足:发展数字娱乐系统的试点研究

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It is unknown about utilizing Self-Determination Theory (SDT) needs of autonomy, competence, and relatedness in postgraduate research students' motivation and the level of SDT needs are often lower among students. They are frequently confused on how they are progressing on research, causing feels of nonbeing a progression in achieving their research goal. They are more likely to feel less connected with colleagues and supervisors. To increase students' SDT needs, we developed a gamified system using User-Centered Design (UCD) three iterations and a one-week pilot study of the system informed that game-design element neither increased the effort among them to complete a weekly goal nor did it increase social interaction. This outcome guided us to conduct a one-week pilot study of the students' daily routine before re-developing the gamified system. This pilot study aimed to find out the views and comments regarding the usual daily activities on students' SDT needs satisfaction when performing their daily task and social interaction with others. The result of the study has informed us that the level of autonomy is relatively low among students, but the level of competence and relatedness are comparatively high. Future research will run over four weeks using a within-subjects technique with a quantitative and qualitative method. Intrinsic Motivation Inventory (IMI) measurement will be used to generate users' data output. This will demonstrate the effect of a gamified system on SDT needs compared with the daily routine of the students.
机译:关于利用自我确定理论(SDT)的自主权,能力和相关性在研究生研究中的动机和SDT需求水平的需求尚不清楚的是,学生们在学生中往往较低。他们经常对他们在研究进展情况上的困惑,导致非对实现研究目标的进展的感觉。他们更有可能与同事和监事有较少。为了提高学生的SDT需求,我们开发了一种使用以用户为中心的设计(UCD)三个迭代和系统的一周试点研究,并向游戏设计元素提供了一周的飞行员研究,这些元素既不增加他们之间的努力,以完成每周目标的努力它是否增加了社交互动。这一结果引导我们在重新开发赌博系统之前对学生的日常生活进行一周的一周试点研究。这项试点研究旨在了解有关学生SDT的通常日常活动的意见和意见,在执行日常任务和与他人的社会互动时需要满足。该研究的结果已知我们,学生的自治程度相对较低,但能力和相关程度相对较高。未来的研究将使用具有定量和定性方法的受试者内部技术在四周内运行。内在动机库存(IMI)测量将用于生成用户的数据输出。与日常生活相比,这将展示娱乐系统对SDT需求的影响。

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