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Do Skills and Challenge Affect Perceived Learning? Mediating Role of Engagement

机译:技能和挑战会影响感知学习吗?参与的中介作用

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摘要

Gamification, the usage of elements relating to game design to non-game activities, has gained considerable attention from academia and industry. It is uncertain as to whether students require skills and challenges to engage them in the game for enhancing their learning. Thus, the objective of this article is to examine the mediating role of engagement in the relationship between skill and perceived learning as well as between challenge and perceived learning in game-based learning environments. Data was gathered using a survey of Player Unknown's Battlegrounds (PUBG) players. A total of 233 young Indian players participated in the study. The results showed that engagement fully mediates the relationship between skill and perceived learning as well as between challenge and perceived learning. This study contributes to the literature on game-based learning by providing evidence for the educational video games to be one of the effective means of learning. Results of the present study imply that the educational game designers can design challenging games to engage the students.
机译:游戏化,即与游戏设计相关的元素在非游戏活动中的使用,已引起学术界和业界的极大关注。不确定学生是否需要技能和挑战来使他们参与游戏以增强学习能力。因此,本文的目的是研究在基于游戏的学习环境中,技能与感知学习之间以及挑战与感知学习之间的关系中参与的中介作用。数据是通过对“未知玩家”的战场(PUBG)玩家进行的调查收集的。共有233位年轻的印度球员参加了这项研究。结果表明,参与完全调解了技能与认知学习之间以及挑战与认知学习之间的关系。这项研究通过为教育视频游戏提供证据,使其成为一种有效的学习手段,为基于游戏的学习提供了文献资料。本研究的结果表明,教育游戏设计师可以设计具有挑战性的游戏来吸引学生。

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