利用游戏化提高远程教育中学生的互动性

Mhd. Rizky Ferianda, A. Herdiani, Indra Lukmana Sardi
{"title":"利用游戏化提高远程教育中学生的互动性","authors":"Mhd. Rizky Ferianda, A. Herdiani, Indra Lukmana Sardi","doi":"10.1109/ICOICT.2018.8528765","DOIUrl":null,"url":null,"abstract":"Distance education helps students interacting with course materials, teachers, and their peers without time and place barriers. IDEA is distance education implemented in Telkom University with various of functionalities like course materials, discussion, quiz, and assignment. Meanwhile, the users of IDEA were decreased because the functionalities are not well-supported by a good interaction design. To overcome this problem, we propose gamification method, an application of game-dynamics, mechanics, and frameworks into non-game settings. There are five steps of gamification: understanding the target audience and the context, defining learning objective, structuring the experience, identifying resources, and applying gamification element. We implement four gamification elements into the basic IDEA, they are points, badges, leaderboard, and reward. To evaluate the impact of gamification in IDEA, we used Technology Acceptance Model and it shows a promising result. The value of five constructs are higher than previous research.","PeriodicalId":266335,"journal":{"name":"2018 6th International Conference on Information and Communication Technology (ICoICT)","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2018-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Increasing Students Interaction in Distance Education Using Gamification\",\"authors\":\"Mhd. Rizky Ferianda, A. Herdiani, Indra Lukmana Sardi\",\"doi\":\"10.1109/ICOICT.2018.8528765\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Distance education helps students interacting with course materials, teachers, and their peers without time and place barriers. IDEA is distance education implemented in Telkom University with various of functionalities like course materials, discussion, quiz, and assignment. Meanwhile, the users of IDEA were decreased because the functionalities are not well-supported by a good interaction design. To overcome this problem, we propose gamification method, an application of game-dynamics, mechanics, and frameworks into non-game settings. There are five steps of gamification: understanding the target audience and the context, defining learning objective, structuring the experience, identifying resources, and applying gamification element. We implement four gamification elements into the basic IDEA, they are points, badges, leaderboard, and reward. To evaluate the impact of gamification in IDEA, we used Technology Acceptance Model and it shows a promising result. The value of five constructs are higher than previous research.\",\"PeriodicalId\":266335,\"journal\":{\"name\":\"2018 6th International Conference on Information and Communication Technology (ICoICT)\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-05-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 6th International Conference on Information and Communication Technology (ICoICT)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICOICT.2018.8528765\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 6th International Conference on Information and Communication Technology (ICoICT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICOICT.2018.8528765","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

远程教育帮助学生在没有时间和地点障碍的情况下与课程材料、教师和他们的同伴进行互动。IDEA是在电信大学实施的远程教育,具有各种功能,如课程材料,讨论,测验和作业。同时,由于良好的交互设计没有很好地支持功能,IDEA的用户减少了。为了克服这个问题,我们提出了游戏化方法,将游戏动力学、机制和框架应用到非游戏环境中。游戏化有五个步骤:理解目标用户和情境,定义学习目标,组织体验,识别资源,应用游戏化元素。我们将四种游戏化元素融入到基本理念中,即积分、徽章、排行榜和奖励。为了评估游戏化对IDEA的影响,我们使用了技术接受模型,并显示出令人鼓舞的结果。五个构念的价值均高于以往的研究。
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
Increasing Students Interaction in Distance Education Using Gamification
Distance education helps students interacting with course materials, teachers, and their peers without time and place barriers. IDEA is distance education implemented in Telkom University with various of functionalities like course materials, discussion, quiz, and assignment. Meanwhile, the users of IDEA were decreased because the functionalities are not well-supported by a good interaction design. To overcome this problem, we propose gamification method, an application of game-dynamics, mechanics, and frameworks into non-game settings. There are five steps of gamification: understanding the target audience and the context, defining learning objective, structuring the experience, identifying resources, and applying gamification element. We implement four gamification elements into the basic IDEA, they are points, badges, leaderboard, and reward. To evaluate the impact of gamification in IDEA, we used Technology Acceptance Model and it shows a promising result. The value of five constructs are higher than previous research.
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
Steering Committee Analysis of Non-Negative Double Singular Value Decomposition Initialization Method on Eigenspace-based Fuzzy C-Means Algorithm for Indonesian Online News Topic Detection Mining Web Log Data for Personalized Recommendation System Kernelization of Eigenspace-Based Fuzzy C-Means for Topic Detection on Indonesian News Mining Customer Opinion for Topic Modeling Purpose: Case Study of Ride-Hailing Service Provider
×
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