影响通过游戏学习获取知识的关键因素

Mauro Calza-Perez, Pilar Perez-Ruiz, Sandra Enri-Peiró, Carla Martínez-Climent, Javier Sánchez-García
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摘要

本研究丰富了当前对通过游戏式学习(GBL)获取数字营销知识的理解。研究基于 476 名参与者的样本,他们在玩 "电子商务游戏"(™) 前后提供了数据。在这个严肃的游戏中,玩家必须优化电子商务企业的转换率。我们收集了衡量玩家数字营销知识的关键变量数据。在玩游戏之前,参与者报告了他们认为的易用性、有用性和态度。游戏结束后,对参与者的知识、动机、乐趣和注意力进行了测量。本研究的目的是确定 GBL 对参与者专业发展的积极影响。参与者表示,在 GBL 中获得的技能提高了他们的专业表现。因此,研究结果表明,接受游戏可以成为玩家获取数字营销和电子商务知识的有效工具。游戏带来的动力对参与者的学习体验有很大帮助。令人鼓舞的是,参与者表示愿意重新玩游戏,强调了学习过程的乐趣。
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Key factors influencing knowledge acquisition through game-based learning
This research enriches the current understanding of digital marketing knowledge acquisition through game-based learning (GBL). The study is based on a sample of 476 participants who provided data before and after playing The Ecommerce Game(™). In this serious game, players must optimize the conversion rate of an e-commerce venture. Data on key variables measuring players' digital marketing knowledge were collected. Before playing the game, participants reported on their perceived ease of use, perceived usefulness, and attitude. After the game, participants' knowledge, motivation, enjoyment, and concentration were measured. The purpose of this study was to determine the positive impact of GBL on the professional development of participants. Participants reported that the skills acquired in GBL improved their professional performance. Thus, the results suggest that acceptance of a game can be an effective tool for players to acquire knowledge of digital marketing and e-commerce. The motivation from gameplay was significant in aiding participants' learning experiences. Encouragingly, participants expressed a willingness to replay the game, emphasizing the enjoyableness of the learning process.
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