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UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification

机译:Unicraft:探索异步多人游戏元素在游戏中的影响

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This paper describes the development and evaluation of UniCraft: a gamified mobile app designed to increase the engagement of undergraduate students with the content and delivery of their course. Gamification projects rely on extrinsic motivators to encourage participants to engage, such as compulsory participation or real-world rewards. UniCraft incorporates an asynchronous multiplayer Battle Game that uses constructive competition to motivate students, without using motivational levers that may reduce intrinsic motivation. The novel Battle Game employed by UniCraft employs Player vs Environment (Shafer, 2012) and Player Matching (Jennings, 2014) to ensure students work together in similarly ranked small groups as a team against a shared enemy. A study was undertaken which examined students' long-term engagement with UniCraft within the context of a 12-week long undergraduate programming course. The app was initially provided with the battle feature disabled, so that the effect on motivation and engagement could be studied when it was introduced during the intervention. Detailed interaction data recorded by the app was augmented by semi-structured interviews in order to provide a richer perspective on its effect at an individual and group level. The interaction data revealed convincing evidence for the increased motivational power of the battle feature, and this was supported by the interview data. Although no direct negative effects of competition were observed, interviews revealed that cheating was prevalent and this could in turn have unintended negative side-effects on motivation. Full results are presented and case studies are described for three of the participants, giving an insight into the different styles of interaction and motivation experienced by students in this study.
机译:本文介绍了UNICRAFT的开发和评估:旨在增加本科生参与本科生与他们课程的内容和交付的参与。博彩项目依赖外在的激励者来鼓励参与者参与,例如强制参与或现实世界奖励。 Unicraft融入了一种异步多人战斗游戏,它使用建设性竞争激励学生,而不使用可能降低内在动机的动机杠杆。由Unicraft雇用的小说战斗比赛雇用了球员与环境(Shafer,2012)和球员匹配(詹宁斯,2014年),以确保学生在与共同敌人的团队中相似地将学生一起工作。在一个12周的长期本科规划课程的范围内,进行了一项研究,该研究将学生与联合筏的长期参与。该应用程序最初提供禁用的战斗功能,以便在干预期间引入时可以研究对动机和接触的影响。该应用程序记录的详细互动数据被半结构化访谈增强,以便在个人和群体水平的效果上提供更丰富的观点。互动数据透露了令人信服的证据,了解战斗功能的激励力量,这是面试数据的支持。虽然没有观察到竞争的直接负面影响,但面试显示作弊是普遍的,这又可以对动机产生意外的负面影响。提出了全面的结果,并为三位参与者描述了案例研究,介绍了学生在本研究中经历的不同类型的互动和动机。

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