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Leaderboards within educational videogames: The impact of difficulty, effort and gameplay

机译:教育视频游戏中的排行榜:难度,努力和游戏玩法的影响

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摘要

Although many of the existing educational videogames rely on leaderboard mechanisms, dedicated research on their effectiveness or how they should be implemented is missing. In this study, competitive effort, perceived diffiCulty and connected gameplay which are revealed to be core concepts of leaderboards, are manipulated to examine how leader boards and competitive gameplay has to be designed to facilitate learning. Students had to play an educational videogame where players need to collect and retrieve information chunks about the function of power plants. They were randomly assigned to one cell of a 2 (low vs. high difficulty) 2 (with or without penalties) between-subjects design. Data on retention knowledge, detail knowledge, learning efficiencies and goal orientations were collected. Results show that players with penalties scored higher on retention tests than players without penalties, whereas detail knowledge is enhanced by a low difficulty in contrast to a high difficulty. In addition, students with penalties learned and recalled the presented knowledge more efficient. An explorative analysis of goal orientations revealed influences of individual dispositions on affective responses and positive correlations with performance goals. The high dependence of learning outcomes on individual traits and gameplay characteristics demonstrates the need for more detailed research. (C) 2017 Elsevier Ltd. All rights reserved.
机译:尽管许多现有的教育视频游戏都依赖排行榜机制,但缺少有关其有效性或实施方式的专门研究。在本研究中,操纵了竞争性努力,感知的难度和相关的游戏玩法,这些都是揭示的排行榜的核心概念,可用来研究如何设计排行榜和竞争性游戏玩法来促进学习。学生必须玩一个教育性电子游戏,玩家需要收集和检索有关发电厂功能的信息块。他们被随机分配到受试者间设计中2(低难度与高难度)2(有或没有罚)的一个单元中。收集了有关保留知识,详细知识,学习效率和目标方向的数据。结果显示,在保留测试中得分较高的球员比没有得分的球员得分更高,而低难度和高难度相比,细节知识得到了增强。此外,有处罚的学生可以更有效地学习和回忆所提供的知识。对目标取向的探索性分析揭示了个体性格对情感反应和与绩效目标呈正相关的影响。学习成果对个人特征和游戏玩法特征的高度依赖性表明需要进行更详细的研究。 (C)2017 Elsevier Ltd.保留所有权利。

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