Analysis of Gamification Elements in the Virtual Learning Environment Context

Claudia de Armas de Armas, I. Vizcarra, D. Dantas, S. Kofuji, A. C. Seabra
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引用次数: 1

Abstract

The advancement of digital technology has allowed the creation of virtual courses which have created new challenges for teachers in motivating students. Gamification is a methodology that can achieve some of these demands. Currently, one of the main problems is the lack of knowledge about the proper application of gamification elements and the high costs of implementation during virtual classes. There are several elements available in Moodle to implement and possibly not all are relevant to students. The objective is to define the main elements that motivate students, to explain the Open Source elements of gamification available in Moodle, and how to implement them. To achieve the goals a test class with 10 gamification elements was developed. An experiment was carried out with approximately 50 students from the Escola Politécnica da Universidade de São Paulo. As a requirement, students must have prior use of Moodle. The questionnaire helped to define the expected results regarding relevant elements, the motivation of the course, preference or not of the grading course and imperceptible elements.
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虚拟学习环境情境下的游戏化要素分析
数字技术的进步使虚拟课程的创建成为可能,这给教师激励学生带来了新的挑战。游戏化是一种能够满足这些需求的方法。目前,主要问题之一是缺乏适当应用游戏化元素的知识,以及在虚拟课堂中实施的高成本。Moodle中有几个可用的元素可以实现,但可能并非所有元素都与学生相关。目标是定义激励学生的主要元素,解释Moodle中可用的游戏化的开源元素,以及如何实现它们。为了实现这一目标,我们开发了一个包含10个游戏化元素的测试类。研究人员对来自圣保罗理工大学的大约50名学生进行了一项实验。作为一项要求,学生必须事先使用Moodle。问卷帮助定义了相关因素、课程动机、对评分课程的偏好和难以察觉的因素的预期结果。
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