What Happens When Gamification Ends?

被引:1
|
作者
Garcia Iruela, Miguel [1 ]
Fonseca, Manuel J. [2 ]
Hijon-Neira, Raquel [1 ]
Chambel, Teresa [2 ]
机构
[1] Univ Rey Juan Carlos, Mostoles, Spain
[2] Univ Lisbon, Fac Ciencias, LASIGE, Lisbon, Portugal
关键词
Gamification; Pressure; Tension; Perceived choice; Perceived competence; Effort; Importance;
D O I
10.1007/978-3-030-52240-7_18
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Nowadays, the application of typical game elements in non-ludic environments has been extended. Gamification has become a very interesting resource to promote engagement and participation in a wide variety of areas including education. For this reason, researchers are increasingly interested in the study of gamification. There are many papers related to the impact that this methodology has on the student's motivation, engagement or satisfaction. The aim of this paper is to analyze four aspects: "Pressure/tension", "Perceived choice", "Perceived competence" and "Effort/importance". The first part of the study analyzes the aspects at two weeks between a test group and a control group. The second part is even more novel, because it analyzes the aspects when the test group is no longer gamified. Most studies focus on what happens when gamifying, but not when a group of students stops gamifying. The results obtained will serve to advance a part of the knowledge about gamification.
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页码:98 / 102
页数:5
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