Pokémon GO as a Cognitive and Societal Development Tool for Personalised Learning

R. Costello, Murray Lambert
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Abstract

The present research develops and tests a theoretical gamification model (GM) that explores the use of mobile learning (ML) and massively multiplayer online (MMO) games to strengthen group prospection of teams and improve retention. The GM used Pokémon GO to enable higher education students to engage in activities and challenges with a view to observe the impacts on health and wellbeing through collection of quantitative and qualitative data. The data that was collected involved a sample set (N = 50) of participants within the general educational sector. The model constructs were measured throughout the first academic semester, from September 2018 to February 2019. There is significant evidence to show that the use of ML in the classroom is beneficial depending on the influences from and engagement with participants. The contributions from these findings should provide the basics for further research into different studies involving MMOs and ML or gamification studies.
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pokemon GO作为个性化学习的认知和社会发展工具
本研究开发并测试了一个理论游戏化模型(GM),该模型探索了移动学习(ML)和大型多人在线(MMO)游戏的使用,以加强团队的团队前景并提高留存率。总干事利用poksammon GO使高等教育学生能够参与各种活动和挑战,以便通过收集定量和定性数据来观察对健康和福祉的影响。收集的数据涉及普通教育部门参与者的样本集(N = 50)。模型结构在2018年9月至2019年2月的第一学期进行了测量。有重要的证据表明,在课堂上使用机器学习是有益的,这取决于参与者的影响和参与。这些发现将为进一步研究mmo和ML或游戏化研究提供基础。
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