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Adaptive Gamification for Learning Environments

机译:学习环境的自适应游戏

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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:尽管他们的有效性,学习环境经常无法参与用户并最终被使用。许多研究表明,学习环境的游戏可以提高学习者使用学习环境的动机。然而,学习者对特定的游戏机制反应不同,并且如何了解如何将游戏功能调整到学习者的档案。在本文中,我们提出了一种基于玩家模型来调整游戏功能的过程。该模型的启发来自现有的玩家类型和游戏元素类型。我们的方法是在具有五种不同游戏功能的学习环境中实现,并使用266名参与者进行评估。本研究的主要结果表明,在最具订婚的学习者(即,使用环境的学习者最长的学习者)中,那些适应游戏功能的人在学习环境中花费明显更多的时间。此外,具有不适应的功能的学习者具有更高级别的蜜蜂。这些结果支持调整游戏功能加强学习者参与的相关性,并提供提示实施适应机制。

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