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arXiv 2008.05847cs.HC
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验证数据驱动游戏化建议的有效性:一项探索性研究

Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study

Armando Toda, Paula Palomino, Luiz Rodrigues, Wilk Oliveira, Lei Shi, Seiji Isotani, Alexandra Cristea

摘要:

游戏化设计受益于数据驱动的方法,根据学生的特点创建策略。然而,这些策略需要进一步验证,以验证其在电子学习环境中的有效性。因此,本文提出的探索性研究旨在验证学生如何感知数据驱动的游戏化策略,即,电子学习环境的用户。在这项研究中,我们进行了一项调查,提出了25个预定义的策略,根据以前的研究,学生和分析每个策略的感知相关性,在电子学习环境中的实例。我们的研究结果表明,学生认为承认,目标和进展的重要因素,在一个游戏化的电子学习环境。我们还为领域专家提供有关现有元素的新见解和设计建议。

英文摘要:

Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The exploratory study presented in this paper thus aims at verifying how data-driven gamified strategies are perceived by the students, i.e., the users of e-learning environments. In this study, we conducted a survey presenting 25 predefined strategies, based on a previous study, to students and analysed each strategys perceived relevance, instanced in an e-learning environment. Our results show that students perceive Acknowledgement, Objective and Progression as important elements in a gamified e-learning environment. We also provide new insights about existing elements and design recommendations for domain specialists.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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