Examining the Effect of the Task-Technology Fit of Game Mechanisms on Learning Outcomes in Online Gamification Platforms

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Journal of Educational Computing Research Pub Date : 2023-07-03 DOI:10.1177/07356331231187285
Wei-Tsong Wang, Mega Kartika Sari
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Abstract

The designs of gamification platforms are diverse and constantly evolving. Excessive use of various game mechanisms in learning platforms can distract from the learning process. However, the fit of game mechanisms is still uncertain. Thus, this study investigates the effect of achieving fit when implementing game mechanisms on learning outcomes by applying the well-known task-technology fit theory (TTF). TTF is frequently employed to improve fit between tasks to be completed and the technology applied. The findings indicate that achieving gamification fit can reduce the cognitive load of students and result in enhanced learning performance in terms of learning outcomes. Data collected from 266 participants were analyzed using the technique of the partial least squares to validate the developed research model. The findings of this study can aid educators and educational technology designers in identifying the design mechanisms and characteristics that can be used to ensure design fit on gamification platforms.
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在线游戏化平台中游戏机制的任务技术匹配对学习结果的影响
游戏化平台的设计是多种多样且不断发展的。在学习平台中过度使用各种游戏机制会分散学习过程的注意力。然而,博弈机制的契合度仍不确定。因此,本研究运用著名的任务-技术拟合理论(TTF)探讨了在实施博弈机制时实现拟合对学习结果的影响。TTF经常用于改进待完成的任务与所应用的技术之间的配合。研究结果表明,实现游戏化契合可以减轻学生的认知负荷,从而在学习成果方面提高学习绩效。利用偏最小二乘法对266名参与者的数据进行分析,以验证所建立的研究模型。本研究的发现可以帮助教育工作者和教育技术设计师确定设计机制和特征,以确保设计适合游戏化平台。
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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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