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GAMESIT: A gamified system for information technology training

机译:GAMESIT:信息技术培训的游戏化系统

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摘要

Gamified learning systems can enhance both learning outcomes and engagement, but research findings on the effectiveness of such systems are mixed, and there is inadequate attention to theory-grounded designs of gamified learning systems. We address these gaps by conducting a theory-grounded design, development, and evaluation of a gamified e-training system for technology learning. Called GAMESIT, this e-training system has an added gamification layer. Drawing upon Malone's theory of intrinsically motivating instruction, we choose and design gamification elements (e.g., levels, avatar evolution, and distinct visuals) to create appropriate motivational drivers, namely, challenge, curiosity, and fantasy, for learning tasks. We follow a design science framework to iteratively develop GAMESIT and evaluate its effectiveness. In a laboratory experiment, participants using GAMESIT, when compared to those using the non-gamified e-training system, showed improvement in learning outcomes, measured as learners' knowledge comprehension and task performance, and higher engagement, captured through learners' cognitive effort.
机译:游戏化的学习系统可以增强学习成果和参与度,但有关此类系统有效性的研究结果参差不齐,并且对游戏化学习系统的理论基础设计的关注不足。我们通过进行以理论为基础的设计,开发和评估技术学习的游戏化电子培训系统来解决这些差距。这个名为GAMESIT的电子培训系统具有一个额外的游戏化层。借鉴马龙的内在动机教学理论,我们选择并设计游戏化元素(例如,水平,化身演变和独特的视觉效果)以创建适当的动机驱动因素,即挑战,好奇心和幻想,以完成学习任务。我们遵循设计科学框架来迭代开发GAMESIT并评估其有效性。在实验室实验中,与使用非游戏化电子培训系统的参与者相比,使用GAMESIT的参与者表现出学习成果的改善(衡量为学习者的知识理解和任务绩效,以及通过学习者的认知努力获得的更高参与度)。

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