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Effectiveness of gamification in the engagement of students

机译:游戏化在学生参与中的有效性

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This research aims to evaluate the effectiveness of gamification platforms as a strategy for the engagement of students from the 8th year of elementary school in Brazil. We chose two badging platforms - ClassDojo and ClassBadges - to be evaluated based on 7 different criteria. The main objectives were to generate involvement among individual and particular situations, increasing the interest, engagement and efficiency while performing a specific task. We observed the behavior of 61 students from an elementary public school in Brazil as part of our field research. Data were collected using observation, semi-structured interviews and questionnaires. Quantitative data were statistically analyzed using a multivariate technique known as cluster analysis. The results allowed us to classify students in 4 distinct groups and showed that students who received more rewards from the teacher got significantly better average performances. (C) 2015 Elsevier Ltd. All rights reserved.
机译:这项研究旨在评估游戏化平台作为巴西八年级学生参与策略的有效性。我们选择了两种标记平台-ClassDojo和ClassBadges-基于7个不同的标准进行评估。主要目标是在个别情况和特定情况之间产生参与,在执行特定任务时增加兴趣,参与度和效率。作为实地研究的一部分,我们观察了巴西一所公立小学的61名学生的行为。使用观察,半结构化访谈和问卷调查收集数据。使用称为聚类分析的多元技术对定量数据进行统计分析。结果使我们能够将学生分为4个不同的组,并显示从老师那里获得更多奖励的学生的平均表现要好得多。 (C)2015 Elsevier Ltd.保留所有权利。

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