{"title":"电子学习中游戏化的学习者动机","authors":"Anshita Chelawat, Seema Sant","doi":"10.4018/978-1-7998-7271-9.ch041","DOIUrl":null,"url":null,"abstract":"It is a proven fact that learning with the element of fun and games makes the learning process interesting and also helps in student retention. Especially, in the context of e-learning environment, where learner motivation and engagement level are not easy to monitor, it is required to implement some mechanism which can improve their intrinsic motivation and make them self-motivated. Gamification in education and using game-based formative assessment tools will be of great help to not only motivate learners to opt for e-learning courses, but to complete till the end. The current study, thus, focuses on use of game-based formative assessment to improve learners' motivation in the e-learning environment so that their drop-out rates can be controlled, and their engagement level can be improved. Also, it intends to assess the past literature and identify the essential gaming mechanics which can possibly impact the learner motivation. It will also highlight the theoretical perspective used in previous studies on gamification, engagement, and motivation.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Learner Motivation Through Gamification in E-Learning\",\"authors\":\"Anshita Chelawat, Seema Sant\",\"doi\":\"10.4018/978-1-7998-7271-9.ch041\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"It is a proven fact that learning with the element of fun and games makes the learning process interesting and also helps in student retention. Especially, in the context of e-learning environment, where learner motivation and engagement level are not easy to monitor, it is required to implement some mechanism which can improve their intrinsic motivation and make them self-motivated. Gamification in education and using game-based formative assessment tools will be of great help to not only motivate learners to opt for e-learning courses, but to complete till the end. The current study, thus, focuses on use of game-based formative assessment to improve learners' motivation in the e-learning environment so that their drop-out rates can be controlled, and their engagement level can be improved. Also, it intends to assess the past literature and identify the essential gaming mechanics which can possibly impact the learner motivation. It will also highlight the theoretical perspective used in previous studies on gamification, engagement, and motivation.\",\"PeriodicalId\":355025,\"journal\":{\"name\":\"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning\",\"volume\":\"20 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4018/978-1-7998-7271-9.ch041\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/978-1-7998-7271-9.ch041","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Learner Motivation Through Gamification in E-Learning
It is a proven fact that learning with the element of fun and games makes the learning process interesting and also helps in student retention. Especially, in the context of e-learning environment, where learner motivation and engagement level are not easy to monitor, it is required to implement some mechanism which can improve their intrinsic motivation and make them self-motivated. Gamification in education and using game-based formative assessment tools will be of great help to not only motivate learners to opt for e-learning courses, but to complete till the end. The current study, thus, focuses on use of game-based formative assessment to improve learners' motivation in the e-learning environment so that their drop-out rates can be controlled, and their engagement level can be improved. Also, it intends to assess the past literature and identify the essential gaming mechanics which can possibly impact the learner motivation. It will also highlight the theoretical perspective used in previous studies on gamification, engagement, and motivation.