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Need-supporting gamification in education: An assessment of motivational effects over time

机译:教育中需要支持的游戏化:随着时间的推移对激励效果的评估

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Although many studies have focused on the potential of implementing gamification in education, the existing literature remains inconclusive about its effectiveness. In order to make sense of the contradictory findings regarding the effectiveness of implementing game design elements in an online learning environment, this paper complements the available body of research by addressing three holes. We have (1) analysed gamification's underlying motivational processes from a Self-Determination Theory-perspective, thereby accounting for the motivational effects of various game design implementations; (2) empirically assessed subtle motivational changes over time, and (3) accounted for the potential individual differences in motivational effects of gamification. Over a period of 15 weeks, we administered four surveys to measure the possible evolution in students' (N = 40) motivational levels in response to interacting with need-supporting game elements that were implemented in Google + Communities used in a university course. Participants' autonomous and controlled motivation was curve linear, showing an initial downward trend that surprisingly shifted to an upward tendency towards the end of the semester. Their controlled motivation stayed stable throughout. The results illustrated the significance of the individual nature of motivational processes, the importance of sensitive longitudinal motivation measurements, and the relevance of the implemented game elements' design characteristics. We end this article by opening the debate on using theoretical lenses when designing gamification, and by providing avenues for future research.
机译:尽管许多研究都集中于在教育中实施游戏化的潜力,但现有文献仍未就其有效性做出结论。为了弄清有关在在线学习环境中实施游戏设计元素的有效性的矛盾发现,本文通过解决三个漏洞来补充现有的研究内容。我们(1)从自决理论的角度分析了游戏化的基本动机过程,从而说明了各种游戏设计实现的动机影响; (2)根据经验评估随时间变化的细微动机变化,以及(3)解释游戏化动机影响中的潜在个体差异。在15周的时间内,我们进行了四项调查,以衡量学生(N = 40)动机水平的可能演变,以响应与大学课程中使用的Google +社区中实施的需要支持的游戏元素的交互。参与者的自主和控制动机是线性的曲线,显示出最初的下降趋势,令人惊讶地在学期末转变为上升趋势。他们的控制动机始终保持稳定。结果说明了动机过程的个体性质的重要性,敏感的纵向动机测量的重要性以及所实施游戏元素设计特征的相关性。在本文结尾时,我们将开始辩论在设计游戏化时使用理论镜头的问题,并为将来的研究提供途径。

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