首页> 外文会议>International Technology, Education and Development Conference >(1538) THE RELATIONSHIP BETWEEN PLAYER MOTIVATION AND GAMIFICATION ELEMENTS IN LEARNING SCIENCE AMONG SECONDARY SCHOOL STUDENTS IN MALAYSIA
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(1538) THE RELATIONSHIP BETWEEN PLAYER MOTIVATION AND GAMIFICATION ELEMENTS IN LEARNING SCIENCE AMONG SECONDARY SCHOOL STUDENTS IN MALAYSIA

机译:(1538)马来西亚中学学生学习科学运动员动机与娱乐元素的关系

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Games and technology have become the norm in the daily life of the current generation. Accessibilityto the technology of games has become easier in comparison those days where one has to own eithera console or computers to get access to the games. Recent innovation such as apps, allow games tobe played on smartphones, anywhere and anytime. Thus with the re-emergence of games into our lifethus has opened up a new window of opportunity and exploration in the field of game based learningand more recently gamification. As gamification only requires the use of game elements as opposed toa whole game, harnessing it as an educational technology tool can have vast remunerations. Basedon prior researches it is crucial to identify the needs of the users over the organization as it isimportant in creating a meaningful gamification. This can be done by identifying the correct gameprinciple that suits the users whereas in this research the use of player motivation has beenhighlighted as a key game principle. This research will look at how certain Player Motivation types willhave effect on the gamification elements that is introduced using the gamified platform of learning. Amixed mode method research design was carried out at a secondary School in Johor, Malaysia. Atotal of 28 students completed the research which was carried out for the duration of 4 weeks. Thefindings showed that majority of the students' Player Motivation levels pre and post gamifiedintervention was in the Immersion category and pre intervention;;the students had a high preferencetowards points and leader boards';;and post intervention the students had a high preference towardsleader boards' and badges. Based on the findings, the students were enthusiastic in learning using adifferent method, especially when it came to e-learning system. The ease of access to technology andbackground knowledge in using tech tools such as computer and smart devices also may havecontributed to a high level of immersion player motivation among them. Throughout the learningprocess using the gamified platform, game elements were first looked at in the traditional sense ofvideo games before the students eventually understood its contrasting role when it came to learningusing the gamified platform.
机译:游戏和技术已成为当代日常生活的常态。在游戏技术中的访问权限变得更加容易,其中一个人拥有奥地索控制台或计算机访问游戏。最近的创新如应用,允许在智能手机,任何地方和任何时候播放游戏。因此,随着奥运会的重新出现进入我们的生命思维,在基于游戏的基础上开辟了一个新的机会和探索窗口,更多最近的游戏。由于游戏处理只需要使用游戏元素作为与整个游戏相反的,作为教育技术工具利用它可以具有巨大的薪酬。基于事先的研究对于在创造有意义的游戏中识别本组织的需求至关重要。这可以通过识别适合用户的正确游戏,而在本研究中使用球员动机的使用是一个关键的游戏原则。这项研究将研究某些玩家动机类型将如何对使用游戏学习平台引入的游戏元素的影响。 Amixed模式方法研究设计是在马来西亚柔佛的中学进行的。 28名学生的地点完成了4周的持续时间进行的研究。 Thefindings表明,大多数学生的球员动机水平预先和播放的疫苗队伍中的浸入类别和介入预防措施;学生们有一个高的偏好途径积分和领导者委员会;和介入学生的介入偏好朝向领导者董事会和徽章。基于调查结果,学生热烈学习使用方面的方法,特别是当它来到电子学习系统时。使用计算机和智能设备等技术工具的技术和返址知识的易用性也可能在它们之间进行了高水平的浸入播放器动机。在整个学习过程中使用赌博平台时,首先在传统的传统意义上看着学生最终在学习赌博平台时的传统意义上看着传统的传统意义。

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