Pathfinder

Autor: Scott Bateman, Max V. Birk, Tim Naglé
Přispěvatelé: Systemic Change, EAISI Health, EIRES
Rok vydání: 2021
Předmět:
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