首页> 外文期刊>International Journal of Emerging Technologies in Learning (iJET) >Influence of Gamification on Students’ Motivation in using E-Learning Applications Based on the Motivational Design Model
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Influence of Gamification on Students’ Motivation in using E-Learning Applications Based on the Motivational Design Model

机译:基于动机设计模型的游戏化对使用电子学习应用程序的学生动机的影响

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Students’ motivation is an important factor in ensuring the success of e-learning implementation. In order to ensure students is motivated to use e-learning, motivational design has been used during the development process of e-learning applications. The use of gamification in learning context can help to increase student motivation. The ARCS+G model of motivational design is used as a guide for the gamification of learning. This study focuses on the influence of gamification on students’ motivation in using e-learning applications based on the ARCS+G model. Data from the Instructional Materials Motivation Scale used, were gathered and analysed for comparison of two groups (one control and one experimental) in attention, relevance, confidence, and satisfaction categories. Based on analysis of the result, students from the experimental group are more motivated to use e-learning applications compared with the controlled group. This proves that gamification affect students’ motivation when used in e-learning applications.
机译:学生的动力是确保电子学习实施成功的重要因素。为了确保学生有动力使用电子学习,在电子学习应用程序的开发过程中使用了动机设计。在学习环境中使用游戏化可以帮助提高学生的学习动机。动机设计的ARCS + G模型被用作学习游戏化的指南。这项研究的重点是游戏化对基于ARCS + G模型的电子学习应用程序中学生动机的影响。收集并分析来自教学材料动机量表的数据,以比较两组在注意力,相关性,自信心和满意度方面的差异(一组为对照组,一组为实验组)。基于对结果的分析,与对照组相比,实验组的学生更有动力使用电子学习应用程序。这证明了游戏化在用于电子学习应用程序时会影响学生的动机。

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