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Gamification of the Games Course

机译:游戏课程游戏化

摘要

Our objectives are to determine if gamification could improve the motivation of students to do coursework and how this could be implemented for one of the University of Cape Townu2019s (UCT) courses. Our subjects were 90 anonymous university and college students from Cape Town who took part as participants in two surveys.Our main outcome measures were the average type of gamer among the subjects and the level of motivation they would possess for each example of education-appropriate gamification. We found that the average type of gamer is a Mastermind-Conqueror-Seeker u2013 a player who takes pleasure from strategizing and solving puzzles, beating the competition and discovering interesting things. These gamers also do not like fear, pressure or working with people. The quizzes and lone challenges received 57.8% and 53.3% of the participantsu2019 votes, respectively. The levels of motivation for badges, progress bars, storyline, visual and leaderboards averaged to between u201cvery motivatedu201d and u201cmoderately motivatedu201d except the rewarding of stars and the social forum.We have determined which gamification techniques have the potential for being effective in an educational setting. A story-line, reward system and a potential technical implementation have been devised and proposed.
机译:我们的目标是确定游戏化是否可以提高学生从事课程工作的动力,以及如何在开普敦大学(UCT)的其中一门课程中实施该游戏。我们的研究对象是来自开普敦的90名匿名大学生和大学生,他们参加了两次调查。我们的主要结果指标是研究对象中平均玩家类型以及他们对每种适合教育的游戏化示例所拥有的动机水平。我们发现,普通玩家是精通征服者和寻求者 u2013的玩家,他从策略和解决难题,击败比赛以及发现有趣的事物中获得乐趣。这些游戏玩家也不喜欢恐惧,压力或与人合作。测验和孤独挑战分别获得了参与者的57.8%和53.3%的选票。除了奖励明星和社交论坛外,徽章,进度条,故事情节,视觉和排行榜的动机水平平均在非常动机中等动机之间,我们已经确定了哪些游戏化技术有潜力在教育环境中有效。已经设计并提出了故事情节,奖励系统和潜在的技术实施方案。

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    ODonovan Siobhan;

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  • 年度 2012
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