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Gamification Equilibrium: The Fulcrum for Balanced Intrinsic Motivation and Extrinsic Rewards in Learning Systems: Immersive Gamification in Muhamad Khairulnizam ZainiLearning System 游戏化平衡:学习系统中内在动机和外在奖励平衡的支点:Muhamad Khairulnizam ZainiLearning System中的沉浸式游戏化
IF 1.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-04 DOI: 10.17083/ijsg.v10i3.633
Dah John, Norhayati Hussin, Muhamad Khairulnizam Zaini, D. Ametefe, A. A. Aliu, Aziz Caliskan
In this study we developed a concept for balancing extrinsic rewards and intrinsic motivation in gamified learning systems through the laws of levers. Although empirical findings around gamification studies remain largely inconclusive, it is still the go-to place for many who seek to improve motivation and engagement. The phenomenon uses game design elements and game principles to create better user experience on a system or activity. With the widespread of gamification across and beyond IS, the field of education and learning is one that has embraced it solemnly. Nevertheless, there is little to no consensus amongst researchers as to how to effectively apply it, and benefit from it. As such, the concept is yet entrenched; although popular. Hence, along the concept development, this study set out to review the setbacks of gamification in recent times, primarily focusing on the current inconsistencies of empirical outcomes and how these challenges can be mitigated. We discovered that the overreliance of developers on narrow models is a culprit for failed gamification. Shallow gamification design which centres around the so-called “BPL gamification” is a source of failure, as it has become a copy-and-paste cliché, rather than a deliberate contextual design. Inordinate selection, and application of game elements to a system/activity is toppling gamification too. This was found to also create imbalances in both extrinsic and intrinsic motivation thereby leading to what is known as “Overjustification effect”, which is a big killer of gamification today.  
在这项研究中,我们通过杠杆法则提出了平衡游戏化学习系统中的外在奖励和内在动机的概念。尽管围绕游戏化研究的实证研究结果在很大程度上尚无定论,但它仍然是许多寻求提高动机和参与度的人的首选。这种现象利用游戏设计元素和游戏原则在系统或活动上创造更好的用户体验。随着游戏化在IS内外的广泛传播,教育和学习领域已经严肃地接受了它。然而,对于如何有效地应用它并从中受益,研究人员几乎没有达成共识。因此,这个概念仍然根深蒂固;尽管受欢迎。因此,随着概念的发展,本研究开始回顾近年来游戏化的挫折,主要关注当前经验结果的不一致性以及如何减轻这些挑战。我们发现,开发者对狭隘模式的过度依赖是导致游戏化失败的罪魁祸首。以所谓的“BPL游戏化”为中心的肤浅游戏化设计是失败的根源,因为它已经变成了复制粘贴模式,而不是经过深思熟虑的情境设计。过度的选择和游戏元素在系统/活动中的应用也在颠覆游戏化。这也会造成外在动机和内在动机的失衡,从而导致所谓的“过度合理化效应”,这是当今游戏化的一大杀手。
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引用次数: 0
Predictors of Flow Experience and Knowledge Acquisition in a STEM Game STEM游戏中心流体验与知识获取的预测因子
IF 1.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-04 DOI: 10.17083/ijsg.v10i3.619
Jiahui Wang
Prior work systematically investigating the factors contributing to flow experience and learning in educational games is scarce. The relationship between learners’ acceptance of the game and individual difference variables relevant to game-based learning and learners’ flow experience and learning still needs to be systematically explored. To address the gap in knowledge, the study aimed to systematically examine whether variables of technology acceptance and individual differences relevant to game-based learning may predict flow experience and knowledge acquisition in an educational game. A total of 69 undergraduate students participated in the current study. Results indicated students’ flow experience was predicted by some constructs of technology acceptance, namely, perceived playfulness and perceived attractiveness of the game. Five constructs of technology acceptance of the game, however, did not significantly predict learners’ knowledge acquisition, although the correlation between perceived playfulness and knowledge acquisition from the game approached significance. Prior knowledge was found to be a negative predictor of knowledge acquisition from the game, that is, those with insufficient prior knowledge achieved greater knowledge acquisition from the game. Findings were discussed, and suggestions for future research were provided.
在此之前,系统地研究影响教育游戏中心流体验和学习的因素的工作很少。学习者对游戏的接受程度和与游戏学习相关的个体差异变量与学习者的心流体验和学习之间的关系还需要系统探讨。为了解决知识差距问题,本研究旨在系统地考察与游戏学习相关的技术接受度和个体差异变量是否可以预测教育游戏中的心流体验和知识获取。本研究共有69名本科生参与。结果表明,学生的心流体验可以通过技术接受的一些构念来预测,即游戏的感知可玩性和感知吸引力。然而,游戏的技术接受度的五个构念并不能显著预测学习者的知识习得,尽管感知的游戏性与从游戏中习得的知识之间的相关性接近显著。研究发现,先验知识对游戏知识获取具有负向预测作用,即那些先验知识不足的人从游戏中获得的知识更多。对研究结果进行了讨论,并对今后的研究提出了建议。
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引用次数: 0
Editorial, Vol. 10, No. 3 社评,第十卷第三期
IF 1.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-04 DOI: 10.17083/ijsg.v10i3.676
Francesco Bellotti
Editorial of the International Journal of Serious Games, Vol. 10, No. 3.
《国际严肃游戏杂志》社论,第10卷第3期。
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引用次数: 0
ReWIND: A CBT-Based Serious Game to Improve Cognitive Emotion Regulation and Anxiety Disorder 回顾:基于cbt的严肃游戏改善认知情绪调节和焦虑障碍
IF 1.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-04 DOI: 10.17083/ijsg.v10i3.603
Yew Ken Heng, Jasy Suet Yan Liew, M. Abdullah, Ying Tang, Nathan R. Prestopnik
Games have shown successful intervention outcomes and can be used to complement the treatment of anxiety disorders. However, current serious game solutions are designed to be task-based rather than story-based. We present ReWIND, a serious role-playing game (RPG) applying cognitive behavioral therapy (CBT) to design anxiety-relevant storylines and game mechanics. ReWIND advances state-of-the-art mental health games by seamlessly integrating CBT elements and strategies into the game’s storytelling so players can learn how CBT is applied in anxiety scenarios as they play through the game. Our goal is to examine the effectiveness of ReWIND in improving cognitive emotion regulation and anxiety disorders. Through a randomized controlled trial, 40 participants were recruited, of whom half were randomly assigned to play ReWIND while the others worked on a non-game task. Anxiety and cognitive emotion regulation levels were measured before and after the interventions. Our findings show ReWIND significantly reduces the severity level of anxiety symptoms and trait anxiety levels and increases perceived control of anxiety better than the non-game task. ReWIND also obtained positive ratings for its usability and practicality in real life, helping participants to cope better with anxiety disorders.
游戏已经显示出成功的干预结果,可以用来补充治疗焦虑症。然而,当前的严肃游戏解决方案是基于任务而不是基于故事。我们提出ReWIND,一个严肃的角色扮演游戏(RPG)应用认知行为疗法(CBT)来设计焦虑相关的故事情节和游戏机制。《ReWIND》将CBT元素和策略无缝整合到游戏故事中,从而推动了最先进的心理健康游戏的发展,这样玩家就可以在玩游戏的过程中了解CBT是如何应用于焦虑情境的。我们的目标是检验ReWIND在改善认知情绪调节和焦虑障碍方面的有效性。通过一项随机对照试验,招募了40名参与者,其中一半被随机分配玩“倒带”,而另一半则从事非游戏任务。在干预前后测量焦虑和认知情绪调节水平。我们的研究结果表明,与非游戏任务相比,“倒带”显著降低了焦虑症状的严重程度和特质焦虑水平,并更好地提高了对焦虑的感知控制。ReWIND在现实生活中的可用性和实用性也获得了好评,帮助参与者更好地应对焦虑症。
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引用次数: 0
Evaluation of an industrial case of gamification in software quality improvement 软件质量改进中游戏化的工业案例评价
IF 1.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-04 DOI: 10.17083/ijsg.v10i3.594
B. Say, H. Altunel, Mehmet Kosa, Müjde Koca-Atabey
The value of industrial-scale gamification interventions for improving software quality is a topic of interest for software engineering research; but it has not frequently been analysed from the perspective of the developer’s experiences. The objective of this study is to qualitatively evaluate developers’ experiences in a team-based, leaderboard-style gamification intervention in a large software house. To understand the dynamics of positive outcomes in improving code security and quality, semi-structured interviews were conducted regarding both technical and psychosocial aspects. Eight members of three different leaderboard teams with different standings in the final leaderboard were interviewed, and the transcripts were examined using Interpretive Phenomenological Analysis. The results showed that the gamification intervention did result in positive individual and team-based awareness and behaviour change in a range of technical practices such as unit testing, code reviewing, and design. Post intervention, the participants discussed how their motivation, sense of belonging, and communication improved, also expressing concerns over attainability and fairness of gamification goals and relevance to existing workload.  The experiential perspective emerging from analysed themes gives broader insights in technical and socio-psychological dimensions than available in the current literature.
工业规模的游戏化干预对提高软件质量的价值是软件工程研究的一个感兴趣的话题;但是,很少有人从开发者的经验角度对其进行分析。本研究的目的是定性地评估大型软件公司中基于团队的、排行榜式游戏化干预的开发者体验。为了了解改进代码安全性和质量的积极结果的动态,在技术和社会心理方面进行了半结构化访谈。我们采访了来自3个不同排行榜团队的8名成员,他们在最终排行榜上的排名各不相同,并使用解释性现象学分析(Interpretive Phenomenological Analysis)检查了这些记录。结果表明,游戏化干预确实在单元测试、代码审查和设计等一系列技术实践中产生了积极的个人和团队意识和行为改变。干预后,参与者讨论了他们的动机、归属感和沟通如何得到改善,并表达了对游戏化目标的可实现性和公平性以及与现有工作量的相关性的担忧。从分析的主题中产生的经验观点在技术和社会心理方面提供了比当前文献更广泛的见解。
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引用次数: 0
Serious Games and Experiential Learning: Options for Engineering Education 严肃游戏和体验式学习:工程教育的选择
IF 1.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-04 DOI: 10.17083/ijsg.v10i3.593
Ernesto Pacheco Velazquez, M. Ramírez-Montoya, David Salinas-Navarro
This research delves into the use of simulation games as a learning tool in logistics education, with a focus on the Logistics Simulator and Production Game Simulator. Through an analysis of these two cases, relevant findings were uncovered. Firstly, simulation games can recreate concrete experiences, allowing students to engage with challenging problems in a practical manner. In addition, simulation games offer a platform for experimentation with diverse scenarios, enabling students to hone their decision-making skills in a safe environment. Furthermore, the degree of motivation and engagement exhibited by students was found to be positively correlated with their experience gained through simulators. However, while the results obtained from the simulator were associated with student motivation and engagement, the study did not yield conclusive evidence in terms of student learning outcomes. The findings underscore the significance of employing strategies that enhance student motivation and support deep learning, thereby enabling students to apply and transfer knowledge to new situations. Notably, simulation games have great potential in logistics education as they facilitate faster and more enjoyable comprehension of key decision-making factors. Nevertheless, limitations of this study include the small sample size in both cases, which restricts generalizability, and the lack of consideration for sociodemographic factors in the baseline survey. Future research should address these limitations for more reliable findings on the specific needs of students in game-based and experiential learning contexts.
本研究探讨了模拟游戏作为物流教育学习工具的使用,重点是物流模拟器和生产游戏模拟器。通过对这两个案例的分析,发现了相关的发现。首先,模拟游戏可以重现具体的经历,让学生以实际的方式参与具有挑战性的问题。此外,模拟游戏提供了一个实验平台,让学生在一个安全的环境中磨练他们的决策能力。此外,学生表现出的动机和参与程度与他们通过模拟器获得的经验呈正相关。然而,虽然从模拟器中获得的结果与学生的动机和参与有关,但该研究并没有在学生的学习成果方面得出确凿的证据。研究结果强调了采用提高学生动机和支持深度学习的策略的重要性,从而使学生能够将知识应用和转移到新环境中。值得注意的是,模拟游戏在物流教育中具有巨大的潜力,因为它们有助于更快、更愉快地理解关键决策因素。然而,本研究的局限性包括两种情况下的小样本量,这限制了概括性,并且在基线调查中缺乏对社会人口因素的考虑。未来的研究应该解决这些限制,以获得更可靠的关于学生在基于游戏和体验式学习环境中的具体需求的发现。
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引用次数: 0
Age and sex effects on Super G performance are consistent across internet devices. 年龄和性别对Super G性能的影响在互联网设备中是一致的。
IF 1.6 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-06-07 DOI: 10.17083/ijsg.v10i2.598
Andrew Hooyman, Sydney Y Schaefer

There have been recent advances in the application of online games that assess motor skill acquisition/learning and its relationship to age and biological sex, both of which are associated with dementia risk. While this online motor learning assessment (called Super G), along with other computer-based cognitive tests, was originally developed to be completed on a computer, many people (including older adults) have been shown to access the internet through a mobile device. Thus, to improve the generalizability of our online motor skill learning game, it must not only be compatible with mobile devices but also yield replicable effects of various participant characteristics on performance relative to the computer-based version. It is unknown if age and sex differentially affect game performance as a function of device type (keyboard versus touchscreen control). Thus, the purpose of this study was to investigate if device type modifies the established effects of age and sex on performance. Although there was a main effect of device on performance, this effect did not alter the overall relationship between performance vs. age or sex. This establishes that Super G can now effectively be extended to both computer and mobile platforms to further test for dementia risk factors.

在线游戏在评估运动技能获得/学习及其与年龄和生理性别的关系方面的应用取得了最新进展,这两者都与痴呆症风险有关。虽然这种在线运动学习评估(称为Super G)以及其他基于计算机的认知测试最初是在计算机上完成的,但许多人(包括老年人)已经被证明可以通过移动设备访问互联网。因此,为了提高我们在线运动技能学习游戏的可推广性,它不仅必须与移动设备兼容,而且还必须产生与基于计算机的版本相比,各种参与者特征对表现的可复制影响。目前尚不清楚年龄和性别是否会根据设备类型(键盘和触摸屏控制)对游戏性能产生不同的影响。因此,本研究的目的是调查设备类型是否会改变年龄和性别对性能的既定影响。尽管设备对性能有主要影响,但这种影响并没有改变性能与年龄或性别之间的总体关系。这表明Super G现在可以有效地扩展到计算机和移动平台,以进一步测试痴呆症的风险因素。
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引用次数: 0
Editorial Vol. 10, Issue 1 社论第10卷第1期
IF 1.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.17083/ijsg.v10i1.615
A. D. Gloria
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引用次数: 0
Toward a Digital Companion to Monitor a Mixed Reality Game 迈向监控混合现实游戏的数字伴侣
IF 1.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-09-09 DOI: 10.17083/ijsg.v9i3.504
Bonnat Catherine, Eric Sanchez
The game orchestration by the game master during a game-based learning session requires to (1) collect data from player interactions, (2) visualize indicators built with this data, (3) take decisions regarding the monitoring of the activity and (4) interact with players. The complexity of this monitoring increases with mixed-reality games due to the multiplicity of possible interactions with tangible and digital game elements. This article deals with playing analytics and the design of a digital companion to help a game master to orchestrate Geome, a mixed-reality game dedicated to museum school visits. The prototype is the result of a co-design process between researchers, practitioners, and computer scientists. This work allowed us to (1) define the interactions established during the use of the game that should be traced for the game master and (2) test the prototype with 3 classes (12-15 years old). We found that, while the players play the game as intended using most of the features, the game master makes little use of his dashboard and doesn’t interact with players through the dedicated interface.
在基于游戏的学习过程中,游戏管理员的游戏编排需要(1)从玩家互动中收集数据,(2)利用这些数据构建可视化指标,(3)就监控活动做出决定,(4)与玩家互动。在混合现实游戏中,由于与有形和数字游戏元素的可能交互的多样性,这种监测的复杂性增加了。本文将讨论游戏分析和数字伴侣的设计,以帮助游戏管理员编排Geome,这是一款致力于博物馆学校参观的混合现实游戏。原型是研究人员、实践者和计算机科学家共同设计过程的结果。这项工作使我们能够(1)定义在游戏使用过程中建立的互动,应该为游戏管理员进行追踪;(2)用3个类别(12-15岁)测试原型。我们发现,当玩家使用大多数功能玩游戏时,游戏管理员很少使用仪表盘,也不会通过专用界面与玩家互动。
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引用次数: 1
Empirical Study of Adaptive Serious Games in Enhancing Learning Outcome 适应性严肃游戏提高学习效果的实证研究
IF 1.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.17083/ijsg.v9i2.486
Devottam Gaurav, Yash Kaushik, S. Supraja, Manav Yadav, M. Gupta, Manmohan Chaturvedi
Use of serious games to teach concepts of various important topics including Cybersecurity is growing. With enhanced learning outcome and user experience, the player is likely to gain from engaging in game play. We report an empirical comparison of two cybersecurity games namely ; Use of Firewalls for network protection and concepts of Structured Query Language (SQL) injections to get unauthorised access to online databases. We have designed these games in two versions. The version without using adaptive features provide a baseline to compare efficacy of the machine learning based adaptive game while comparing the learning outcomes and user experience (UX). The efficacy of the Machine Learning (ML) agent in providing the adaptability to the game play is based on classification of player to two categories viz. Beginner and Expert using historical player data on three relevant attributes. The game dynamics is changed based on the player classification to ensure that game challenge is optimally suited to player type and the player continues to experience playful flow in different stages of the game. The analysis of the results in terms of objective evaluation of learning outcomes and subjective feedback from players for UX tend to show a marginal improvement by introduction of adaptive behaviour in both games.
越来越多的人使用严肃的游戏来教授各种重要主题的概念,包括网络安全。有了强化的学习结果和用户体验,玩家就有可能从参与游戏中获益。我们报告了两个网络安全游戏的实证比较,即;使用防火墙进行网络保护和结构化查询语言(SQL)注入的概念以获得对在线数据库的未经授权的访问。我们设计了两个版本的游戏。没有使用自适应功能的版本提供了一个基线来比较基于机器学习的自适应游戏的有效性,同时比较学习结果和用户体验(UX)。机器学习(ML)代理在提供对游戏玩法的适应性方面的有效性是基于将玩家分为两类,即初学者和专家,使用三个相关属性的历史玩家数据。游戏动态会根据玩家分类而改变,以确保游戏挑战最适合玩家类型,并让玩家在游戏的不同阶段继续体验乐趣流。对学习结果的客观评估和玩家对UX的主观反馈的分析结果表明,在这两款游戏中引入适应性行为会带来些许改善。
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引用次数: 0
期刊
International Journal of Serious Games
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