教育情境中的游戏化:意图、设计与结果

H. Dinata
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引用次数: 1

摘要

游戏化已被广泛应用于许多领域,包括教育领域。学生需要在学习过程中受到激励,因为如果没有强迫,每个人都很乐意学习。通过展示一些有趣和愉快的东西,期望学生更多地参与到学习过程中,从而达到更好的学习效果。游戏化在为学生的学习过程带来乐趣和愉悦方面是非常可靠的。我们从之前的研究中分析了三个项目;游戏化的意图和目标是什么,如何设计,以及游戏化在教育环境中的结果。我们在教育环境中发现了游戏化采用的意图。他们是为了增加学生的学习动机,并提出一种更有趣和愉快的学习方法。为了这个游戏化项目的成功,可以利用现有的复杂技术和奖励机制来开发一个游戏应用程序。积分、徽章和排行榜的存在不能与游戏化分离,因为这是激励学生玩游戏的内在游戏化功能。让学生密集地使用游戏不是我们所期望的唯一结果,但它也使学生更好地学习,产生良好的学习成果。
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Gamification in Education Context: The Intention, The Design and The Result
Gamification has been widely adopted in many areas, including in the educational context. The students need to be motivated in following the learning process because everyone feels happy to learn if there is no coercion. By presenting something fun and enjoyable, students are expected to be more involved in the learning process, which will achieve better learning outcomes. Gamification is very reliable in bringing fun and pleasure to the learning process for the students. We analyze three items from the previous study; the intention and what the goals are expected, how to design, and the result of gamification in the education context. We found the intentions of gamification adoption in an educational context. They are to increase students' motivation to learn and present an alternative learning method that is more fun and enjoyable. And for the success of this gamification program, a game application can be developed using existing sophisticated technology and by presenting a reward system mechanism. The presence of points, badges, and leader boards cannot be separated from the gamification because it is a very inherent gamification feature to motivate students to play the game. Getting students to use the games intensively is not the only result we expect, but it also makes students learn better to produce good learning outcomes.
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