愿计划与你同在!MOOC平台中嵌入式刺激计划游戏元素的可用性研究

A. Antonaci, R. Klemke, K. Dirkx, M. Specht
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引用次数: 5

摘要

实现目标是衡量成功的标准;这在大规模在线开放课程(MOOC)中尤其如此,因为有大量的受众有各种各样的需求。然而,在MOOC中,人们不太可能找到允许学生追求个人目标并实现这些目标的解决方案。受实施意图理论和策略游戏的启发,我们开发了游戏元素刺激计划(SP)的第一个原型,它将使MOOC用户实现他们的目标。在本研究中,我们通过可用性测试、眼动追踪和回顾性有声思考来研究SP的可用性。此外,我们还检查了我们的设计选择是否符合用户的概念规划过程。我们发现我们的系统符合我们样本的计划思想,并且我们的系统可用性可以进一步改进。我们的发现是我们未来工作的基础。
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May the Plan be with you! A Usability Study of the Stimulated Planning Game Element Embedded in a MOOC Platform
Goal achievement is a measure of success; this could be particularly true in Massive Online Open Courses (MOOC), which are approached by a massive audience with an enormous variety of needs. However, in MOOC one is unlikely to find solutions which allow students to pursue their individual goals and achieve them. Inspired by implementation intention theory and strategy games we have developed the first prototype of the game element Stimulated Planning (SP) which will enable MOOC users to achieve their goals. In this study we have investigated SP usability via usability test, eye tracking and the retrospective think-aloud. As well as we have examined if our design choices matched the conceptual planning process of our users. We found that our system matches our sample’s idea of planning and that our system usability can be improved further. Our findings are the base of our future works.
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