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Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems

机译:电子学习中的游戏化:将游戏化的设计元素引入电子学习系统

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摘要

Gamification is the usage of game mechanics, dynamics, aesthetics and game thinking in non-game systems. Its main objective is to increase user's motivation, experience and engagement. For the same reason, it has started to penetrate in e-learning systems. However, when using gamified design elements in e-learning, we must consider various types of learners. In the phases of analysis and design of such elements, the cooperation of education, technology, pedagogy, design and finance experts is required. This paper discusses the development phases of introducing gamification into e-learning systems, various gamification design elements and their suitability for usage in e-learning systems. Several gamified design elements are found suited for e-learning (including points, badges, trophies, customization, leader boards, levels, progress tracking, challenges, feedback, social engagement loops and the freedom to fail). Advices for the usage of each of those elements in e-learning systems are also provided in this study. Based on those advises and the identified phases of introducing gamification info e-learning systems, we conducted an experimental study to investigate the effectiveness of gamification of an informatics online course. Results showed that students enrolled in the gamified version of the online module achieved greater learning success. Positive results encourage us to investigate the gamification of online learning content for other topics and courses. We also encourage more research on the influence of specific gamified design elements on learner's motivation and engagement.
机译:游戏化是非游戏系统中游戏机制,动力学,美学和游戏思维的使用。其主要目的是增加用户的动力,经验和参与度。出于同样的原因,它已经开始渗透到电子学习系统中。但是,在电子学习中使用游戏化设计元素时,我们必须考虑各种类型的学习者。在这些要素的分析和设计阶段,需要教育,技术,教学法,设计和财务专家的合作。本文讨论了将游戏化引入电子学习系统的发展阶段,各种游戏化设计元素及其在电子学习系统中的适用性。找到一些适合电子学习的游戏化设计元素(包括要点,徽章,奖杯,自定义,排行榜,等级,进度跟踪,挑战,反馈,社会参与循环和失败的自由)。这项研究还提供了有关在电子学习系统中使用这些元素的建议。根据这些建议和确定的引入游戏化信息在线学习系统的阶段,我们进行了一项实验研究,以研究信息学在线课程的游戏化效果。结果显示,参加在线模块游戏化版本的学生获得了更大的学习成功。积极的结果鼓励我们调查其他主题和课程的在线学习内容的游戏化程度。我们还鼓励对特定游戏化设计元素对学习者的动机和参与度的影响进行更多研究。

著录项

  • 来源
    《Journal of computer sciences》 |2015年第12期|1108-1117|共10页
  • 作者单位

    Faculty of Organization and Informatics, Pavlinska 2, 42000 Varazdin, Croatia;

    Faculty of Organization and Informatics, Pavlinska 2, 42000 Varazdin, Croatia;

    Faculty of Organization and Informatics, Pavlinska 2, 42000 Varazdin, Croatia;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    E-Learning; Design; Gamification;

    机译:电子学习;设计;游戏化;
  • 入库时间 2022-08-17 13:48:06

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