首页> 外文期刊>Simulation & Gaming >An Empirical Test of the Theory of Gamified Learning:The Effect of Leaderboards on Time-on-Task and Academic Performance
【24h】

An Empirical Test of the Theory of Gamified Learning:The Effect of Leaderboards on Time-on-Task and Academic Performance

机译:游戏学习理论的实证考验:排行榜对任务时间和学术表现的影响

获取原文
获取原文并翻译 | 示例
           

摘要

Background. The theory of gamified learning provides a theoretical framework to test the impact of gamification efforts upon learner behaviors and attitudes, as well as the effect of these behavioral and attitudinal changes on learning. It does so by providing mediating and moderating processes linking specific game elements to learning outcomes. Aim. This article links specific game elements common to leaderboards (conflict/ challenge, rules/goals, and assessment) with a focal learner behavior, time-on-task, by exploring educational research on competition and psychological research on goal-setting theory. Method. The mediating process of the theory of gamified learning is tested experimentally by assigning learners completing an online wiki-based project to a gamified version with a leaderboard or to a control version without a leaderboard. Leaderboard achievement was not tied to course grades. Resuits. Random assignment to leaderboards supported a causa! effect. Students with leaderboards interacted with their project 29.61 more times, on average, than those in a control condition. Bootstrapping was used to support the mediation of the effect of gamification on academic achievement by this amount of time. Conclusion. The mediating process of the theory of gamified instruction is supported. Leaderboards can be used to improve course performance under certain circumstances. attitudes;behavior;game attribute taxonomy;game attributes;game element taxonomy;game elements;gamification;gamified.
机译:背景。游戏学习理论提供了一个理论框架,用于测试群集工作对学习者行为和态度的影响,以及这些行为和态度变化对学习的影响。它通过提供将特定游戏元素联系到学习成果的调解和抚门过程来实现。目标。本文通过探索对目标设定理论的竞争和心理研究的教育研究,将公共学习者行为(冲突/挑战,规则/目标和评估)链接到排行榜(冲突/挑战,规则/目标和评估)的特定游戏元素。方法。通过将基于Wiki为基础的项目的学习者分配给具有排行榜或没有排行榜的控制版本,通过将学习者分配给游戏版本来进行实验测试博彩学习理论的调解过程。排行榜成就并没有与课程成绩联系在一起。住部伍。对排行榜的随机分配支持了一个例程!影响。排行榜的学生与他们的项目互动29.61次,平均而不是控制条件的项目。通过这一时间支持恐怖游戏的调解来支持游戏处理对学术成就的调解。结论。支持游戏指令理论的调解过程。排行榜可用于在某些情况下提高课程性能。态度;行为;游戏属性分类;游戏属性;游戏元素分类;游戏元素;游戏;赌博。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号