游戏化平衡:学习系统中内在动机和外在奖励平衡的支点:Muhamad Khairulnizam ZainiLearning System中的沉浸式游戏化

IF 1.6 Q2 EDUCATION & EDUCATIONAL RESEARCH International Journal of Serious Games Pub Date : 2023-09-04 DOI:10.17083/ijsg.v10i3.633
Dah John, Norhayati Hussin, Muhamad Khairulnizam Zaini, D. Ametefe, A. A. Aliu, Aziz Caliskan
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引用次数: 0

摘要

在这项研究中,我们通过杠杆法则提出了平衡游戏化学习系统中的外在奖励和内在动机的概念。尽管围绕游戏化研究的实证研究结果在很大程度上尚无定论,但它仍然是许多寻求提高动机和参与度的人的首选。这种现象利用游戏设计元素和游戏原则在系统或活动上创造更好的用户体验。随着游戏化在IS内外的广泛传播,教育和学习领域已经严肃地接受了它。然而,对于如何有效地应用它并从中受益,研究人员几乎没有达成共识。因此,这个概念仍然根深蒂固;尽管受欢迎。因此,随着概念的发展,本研究开始回顾近年来游戏化的挫折,主要关注当前经验结果的不一致性以及如何减轻这些挑战。我们发现,开发者对狭隘模式的过度依赖是导致游戏化失败的罪魁祸首。以所谓的“BPL游戏化”为中心的肤浅游戏化设计是失败的根源,因为它已经变成了复制粘贴模式,而不是经过深思熟虑的情境设计。过度的选择和游戏元素在系统/活动中的应用也在颠覆游戏化。这也会造成外在动机和内在动机的失衡,从而导致所谓的“过度合理化效应”,这是当今游戏化的一大杀手。
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Gamification Equilibrium: The Fulcrum for Balanced Intrinsic Motivation and Extrinsic Rewards in Learning Systems: Immersive Gamification in Muhamad Khairulnizam ZainiLearning System
In this study we developed a concept for balancing extrinsic rewards and intrinsic motivation in gamified learning systems through the laws of levers. Although empirical findings around gamification studies remain largely inconclusive, it is still the go-to place for many who seek to improve motivation and engagement. The phenomenon uses game design elements and game principles to create better user experience on a system or activity. With the widespread of gamification across and beyond IS, the field of education and learning is one that has embraced it solemnly. Nevertheless, there is little to no consensus amongst researchers as to how to effectively apply it, and benefit from it. As such, the concept is yet entrenched; although popular. Hence, along the concept development, this study set out to review the setbacks of gamification in recent times, primarily focusing on the current inconsistencies of empirical outcomes and how these challenges can be mitigated. We discovered that the overreliance of developers on narrow models is a culprit for failed gamification. Shallow gamification design which centres around the so-called “BPL gamification” is a source of failure, as it has become a copy-and-paste cliché, rather than a deliberate contextual design. Inordinate selection, and application of game elements to a system/activity is toppling gamification too. This was found to also create imbalances in both extrinsic and intrinsic motivation thereby leading to what is known as “Overjustification effect”, which is a big killer of gamification today.  
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来源期刊
International Journal of Serious Games
International Journal of Serious Games EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.80
自引率
16.70%
发文量
21
审稿时长
12 weeks
期刊最新文献
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