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Adaptive Gamification for Learning Environments

机译:学习环境的自适应游戏化

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In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance learners' motivation to use learning environments. However, learners react differently to specific game mechanics and little is known about how to adapt gaming features to learners' profiles. In this paper, we propose a process for adapting gaming features based on a player model. This model is inspired from existing player typologies and types of gamification elements. Our approach is implemented in a learning environment with five different gaming features, and evaluated with 266 participants. The main results of this study show that, amongst the most engaged learners (i.e., learners who use the environment the longest), those with adapted gaming features spend significantly more time in the learning environment. Furthermore, learners with features that are not adapted have a higher level of amotivation. These results support the relevance of adapting gaming features to enhance learners' engagement, and provide cues on means to implement adaptation mechanisms.
机译:尽管学习环境有效,但学习环境经常无法吸引用户并最终未得到充分利用。许多研究表明,学习环境的游戏化可以增强学习者使用学习环境的动机。但是,学习者对特定游戏机制的反应不同,对于如何使游戏功能适应学习者的个人资料知之甚少。在本文中,我们提出了一种基于玩家模型调整游戏功能的过程。该模型的灵感来自于现有的玩家类型和游戏化元素的类型。我们的方法是在具有五种不同游戏功能的学习环境中实施的,并由266名参与者进行了评估。这项研究的主要结果表明,在参与度最高的学习者(即使用环境时间最长的学习者)中,具有适应性游戏功能的学习者在学习环境中花费的时间明显更多。此外,具有不适应的特征的学习者具有更高的动机水平。这些结果支持了适应游戏功能以增强学习者参与度的相关性,并为实施适应机制的手段提供了线索。

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