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The Bright and Dark Sides of Gamification

机译:游戏化的光明与黑暗面

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摘要

Everything in life has a bright and a dark side; and gamification is not an exception. Although there is an increasing number of publications discussing the benefits of gamification in learning environments, i.e. looking into the bright side of it, several issues can hinder learning because of gamification. Nevertheless, it seems that only few researchers are discussing the dark side of using gamification in learning environments and how to overcome it. Thus, in this paper, we discuss some of the problems of gamification, namely, addiction, undesired competition, and off-task behavior. Furthermore, to deal with both bright and dark sides of gamification at the same time, we propose a framework for intelligent gamification (FIG) that can offer the necessary infrastructure for ITS to personalize the use of gamification by monitoring risk behavior, exploring how best use game design elements to avoid their overuse and finally supporting "fading" mechanisms that gradually reduces the use of gamification and help students to concentrate on learning and not only on extrinsic motivators.
机译:生活中的一切都有光明与黑暗的一面。游戏化也不例外。尽管越来越多的出版物讨论游戏化在学习环境中的好处,即从正面看问题,但由于游戏化,一些问题可能会阻碍学习。尽管如此,似乎只有极少数研究人员在讨论在学习环境中使用游戏化的黑暗面以及如何克服它。因此,在本文中,我们讨论了游戏化的一些问题,即成瘾,不期望的竞争和任务外行为。此外,为了同时处理游戏化的明暗两面,我们提出了智能游戏化的框架(FIG),该框架可以为ITS提供必要的基础结构,以通过监视风险行为,探索最佳使用方式来个性化游戏化的使用。游戏设计元素,以避免过度使用,并最终支持逐渐减少游戏化使用的“衰落”机制,并帮助学生专注于学习,而不仅是外部动机。

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