Autor: |
Scott Bateman, Max V. Birk, Tim Naglé |
Přispěvatelé: |
Systemic Change, EAISI Health, EIRES |
Rok vydání: |
2021 |
Předmět: |
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Zdroj: |
Proceedings of the ACM on Human-Computer Interaction, 5(CHI PLAY):264. Association for Computing Machinery, Inc |
ISSN: |
2573-0142 |
DOI: |
10.1145/3474691 |
Popis: |
Designers of instructional software use gamification to help motivate and engage learners. Typically focusing on gamifying a single task, designers aim to provide a straightforward path through learning. In contrast, video games frequently provide optional secondary tasks using collectibles. Collectibles-like coins-are secondary, non-essential goals that encourage players to selectively take on additional challenges and engage more with a game. While research supports the idea that by increasing engagement learning can be improved, exactly how collectibles-an extremely common element in games-might be employed in gamified learning and how it might affect the play experience is underexplored. We present the results of a study comparing a gamified photo-editing training game that uses collectibles to one without collectibles. Our results show that learners choose to engage more when collectibles are present, and that this has a positive effect on software skills applied to a representative out-of-game challenge. Our findings provide a nuanced view of the tradeoffs in motivation and experience when collectibles are used. |
Databáze: |
OpenAIRE |
Externí odkaz: |
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