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Social robots and gamification for technology supported learning: An empirical study on engagement and motivation

机译:技术支持学习的社会机器人和娱乐:参与和动机的实证研究

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Enhancing learning scenarios with social robots, as well as gamification elements, has been shown to positively influence motivation, engagement, or even both. However, they have not been combined in a learning environment. For this contribution, we created a learning environment for students in higher education and implemented additions (social robot and gamification) based on guidelines for gamification in learning scenarios, and research on pedagogical agents. Using a 2x2 design for systematic investigation of gamification elements and social robots, we tested the impact of our learning environment on motivation and engagement across four conditions: with a social robot, gamification elements, both or neither. We found no significant increase in engagement or motivation when adding gamification elements or the social robot. Quite contrary to our expectations, we found an interaction effect when combining both additions, showing lower engagement. Based on our results and former research, we discuss possible reasons for this finding and potential improvements for future research.
机译:增强了社会机器人的学习情景以及赌博元素,已被证明积极影响动机,参与甚至两者。但是,它们尚未在学习环境中组合。对于这一贡献,我们为高等教育的学生创造了一个学习环境,并根据学习情景的游戏处理指导和教学代理的研究,为学生进行了学习环境和实施利用2x2设计进行系统调查的游戏元素和社会机器人,我们测试了我们学习环境对四个条件的动机和参与的影响:通过社会机器人,娱乐元素,两个或两者。在添加赌博元素或社会机器人时,我们发现没有显着增加参与或动机。与我们的期望相反,我们在结合两种添加时发现了一种互动效果,显示出较低的接合。根据我们的结果和前研究,我们讨论了这种发现和潜在改进的可能性,以促进未来的研究。

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