理解教育游戏化如何影响用户行为:理论分析

Yang Chen
{"title":"理解教育游戏化如何影响用户行为:理论分析","authors":"Yang Chen","doi":"10.1145/3178158.3178188","DOIUrl":null,"url":null,"abstract":"Owing to the rapid development of gamification studies, more and more research started to consider involving game mechanics into instruction designs. Educational gamification introduced a new approach for impacting users' behaviors. Here, this study proposed the idea of figuring out the mechanism of how educational gamification impacts users' behavior. After reviewing behavior related educational gamification studies and the motivations of human behavior, this study analyzed the potential influencing factors based on the framework of the theory of planned behavior. According to the theoretical analysis, this article emphasized the significance of motivating users both intrinsically and extrinsically depends on specific cases. Then, users' attitude towards the behavior, subjective norms, and perceived behavior control were found having possibility in mediating educational gamification designs and users' behavior. Also, it was suggested that educational gamification designers need to adjust users' game flow experience and cognitive load properly in design practices. Limitations and future study recommendations of this article are presented in the end.","PeriodicalId":213847,"journal":{"name":"Proceedings of the 6th International Conference on Information and Education Technology","volume":"45 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Understanding how educational gamification impacts users' behavior: a theoretical analysis\",\"authors\":\"Yang Chen\",\"doi\":\"10.1145/3178158.3178188\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Owing to the rapid development of gamification studies, more and more research started to consider involving game mechanics into instruction designs. Educational gamification introduced a new approach for impacting users' behaviors. Here, this study proposed the idea of figuring out the mechanism of how educational gamification impacts users' behavior. After reviewing behavior related educational gamification studies and the motivations of human behavior, this study analyzed the potential influencing factors based on the framework of the theory of planned behavior. According to the theoretical analysis, this article emphasized the significance of motivating users both intrinsically and extrinsically depends on specific cases. Then, users' attitude towards the behavior, subjective norms, and perceived behavior control were found having possibility in mediating educational gamification designs and users' behavior. Also, it was suggested that educational gamification designers need to adjust users' game flow experience and cognitive load properly in design practices. Limitations and future study recommendations of this article are presented in the end.\",\"PeriodicalId\":213847,\"journal\":{\"name\":\"Proceedings of the 6th International Conference on Information and Education Technology\",\"volume\":\"45 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-01-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 6th International Conference on Information and Education Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3178158.3178188\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 6th International Conference on Information and Education Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3178158.3178188","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7

摘要

随着游戏化研究的迅速发展,越来越多的研究开始考虑将游戏机制融入到教学设计中。教育游戏化引入了一种影响用户行为的新方法。在这里,本研究提出了找出教育游戏化如何影响用户行为的机制的想法。在回顾了与行为相关的教育游戏化研究和人类行为动机的基础上,本研究基于计划行为理论的框架分析了潜在的影响因素。根据理论分析,本文强调了用户内在激励和外在激励的意义取决于具体案例。发现用户对行为的态度、主观规范和感知行为控制在教育游戏化设计和用户行为之间具有中介作用。此外,教育游戏化设计师需要在设计实践中适当调整用户的游戏流体验和认知负荷。最后提出了本文的局限性和未来的研究建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Understanding how educational gamification impacts users' behavior: a theoretical analysis
Owing to the rapid development of gamification studies, more and more research started to consider involving game mechanics into instruction designs. Educational gamification introduced a new approach for impacting users' behaviors. Here, this study proposed the idea of figuring out the mechanism of how educational gamification impacts users' behavior. After reviewing behavior related educational gamification studies and the motivations of human behavior, this study analyzed the potential influencing factors based on the framework of the theory of planned behavior. According to the theoretical analysis, this article emphasized the significance of motivating users both intrinsically and extrinsically depends on specific cases. Then, users' attitude towards the behavior, subjective norms, and perceived behavior control were found having possibility in mediating educational gamification designs and users' behavior. Also, it was suggested that educational gamification designers need to adjust users' game flow experience and cognitive load properly in design practices. Limitations and future study recommendations of this article are presented in the end.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
A modified NLM method for noise remove based on sequential images The effect of flipped learning on academic performance as an innovative method for overcoming ebbinghaus' forgetting curve Research on enhancing non-major students' abilities based on constructivism Smart logistic system by IOT technology Simple level control plant model using labVIEW
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1