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A Playful Affordances Approach to the Design of Gameful Learning

机译:游戏设计中的一种有趣的游戏方式

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Typical applications of gamification in education use either game mechanics to encourage positive engagement behaviors or full games to deliver educational content; however, both approaches raise some concerns. Game mechanics can distract from the intrinsic enjoyment of activities while full games construct learning contexts that may be significantly different from the real-world contexts of the targeted subject matter. This paper aims to highlight issues of behavioral conditioning and knowledge transfer in instructional design that uses gamification by examining foundational theories and recent studies. We propose a design approach called "gameful learning'' that focuses on integrating intrinsically rewarding, playful aspects of game-like experiences into authentic learning activities. Authentic learning activities relate real-world contexts to classroom learning while the desired motivational outcomes of playful experiences are shown to be more fulfilling than extrinsic rewards. We then investigate playful experiences in a game-based learning activity integrated into a business English class at a Japanese technical college. In the activity, mixed teams of Japanese and Singaporean students (N = 47) competed at negotiating for resources required to establish businesses within the specified time limits. The results of our analysis show the experiences of arousal, contest, and discovery were the most prevalent in the game. Levels of arousal and thrill showed the strongest positive correlations to enjoyment, implying the students had approached the activity with a playful attitude rather than a serious one. The Japanese students' reported levels of engagement in the contest and experiences of achievement correlated strongly with their sense of challenge. These results and their implications for the development of a playful affordances model as a tool for the design of gamification and game-based learning activities are the focus of this paper.
机译:游戏化在教育中的典型应用是使用游戏机制来鼓励积极的参与行为,或者使用完整游戏来提供教育内容。但是,这两种方法都引起了一些关注。游戏机制可以分散人们对活动的内在享受,而完整的游戏所构建的学习环境可能与目标主题的现实环境大不相同。本文旨在通过研究基础理论和最新研究,突出使用游戏化的教学设计中的行为条件和知识转移问题。我们提出一种称为“游戏性学习”的设计方法,该方法侧重于将类游戏体验的内在奖励,娱乐性方面整合到真实的学习活动中,真实的学习活动将真实世界的环境与课堂学习联系起来,而所需的娱乐性动机动机是被证明比外部奖励更令人满意。然后,我们在日本技术学院的商务英语课程中研究了基于游戏的学习活动中的娱乐体验,活动中由日本和新加坡学生组成的混合团队(N = 47)参加比赛在指定的时间范围内商讨建立企业所需的资源时,我们的分析结果表明,游戏中最普遍的是激发,竞争和发现的体验,激发和兴奋的程度与娱乐程度之间存在最强的正相关关系,暗示学生们以一种有趣的态度参加了活动比认真的据报道,日本学生参加比赛的程度和成就经历与他们的挑战感密切相关。这些结果及其对开发作为游戏化设计和基于游戏的学习活动的工具的娱乐性收费模型的意义是本文的重点。

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