设计和执行游戏化:GaDeP, Gamifire和应用案例研究

R. Klemke, A. Antonaci, B. Limbu
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引用次数: 4

摘要

游戏化旨在解决大规模在线开放课程(MOOC)面临的高辍学率、缺乏参与度、孤立或缺乏个性化等各个领域的问题。尽管游戏化不仅在mooc中得到了广泛应用,但只有少数案例得到了有意义的设计和实证检验。游戏化设计过程(Gamification Design Process,简称GaDeP)旨在弥补这一差距。本文首先简要介绍了GaDeP,提出了有意义的游戏化概念,并推导了它是如何激发Gamifire平台的需求的(作为一个可扩展的、独立于平台的MOOC参考基础设施)。其次,定义了依赖平台的游戏化需求,并描述了Gamifire基础设施的开发。第三,我们描述了Gamifire是如何成功应用于四个不同的案例。最后,通过报告一个案例研究来展示GaDeP在MOOC之外的适用性,该案例研究已成功地应用于四个学生研究和开发项目。从Gamifire案例和GaDeP案例中,我们得出了本文的主要贡献:对Gamifire基础架构的优势和劣势的见解,以及对GaDeP框架的适用性和局限性的经验教训。论文最后详细介绍了我们未来的工作和计划的发展活动。
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Designing and Implementing Gamification: GaDeP, Gamifire, and applied Case Studies
Gamification aims at addressing problems in various fields such as the high dropout rates, the lack of engagement, isolation, or the lack of personalisation faced by Massive Open Online Courses (MOOC). Even though gamification is widely applied, not only in MOOCs, only few cases are meaningfully designed and empirically tested. The Gamification Design Process (GaDeP) aims to cover this gap. This article first briefly introduces GaDeP, presents the concept of meaningful gamification, and derives how it motivates the need for the Gamifire platform (as a scalable and platform-independent reference infrastructure for MOOC). Secondly, it defines the requirements for platformindependent gamification and describes the development of the Gamifire infrastructure. Thirdly we describe how Gamifire was successfully applied in four different cases. Finally, the applicability of GaDeP beyond MOOC is presented by reporting on a case study where GaDeP has been successfully applied by four student research and development projects. From both, the Gamifire cases and the GaDeP cases we derive the key contribution of this article: insights in the strengths and weaknesses of the Gamifire infrastructure as well as lessons learned about the applicability and limitations of the GaDeP framework. The paper ends detailing our future works and planned development activities.
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