首页> 外文会议>International Conference on Human-Omputer Interaction;International Conference on Design, User Experience and Usability >Emotional Design and Gamification in Educational Processes: Predictor Model to Increase Video Game Efficiency
【24h】

Emotional Design and Gamification in Educational Processes: Predictor Model to Increase Video Game Efficiency

机译:教育过程中的情感设计和游戏化:提高视频游戏效率的预测模型

获取原文

摘要

This article aims to present the results obtained in the first phase of a study that applied an innovative gamified technique of emotional design. It was developed by the MEET Playware company to a heterogeneous sample of 230 students, aged between 11 and 15 years old. The study aimed to combat school dropout and increase student involvement in school content (with focus on Portuguese and Mathematics). The experience compared the real conditions of a knowledge tournament, accomplished through the gamification process in schools, with a sample simulated in the laboratory of the same experiment (n = 24), and it provided fundamental contributions to the product to be developed. At the end of the process, questionnaires were answered by students (n = 230) and teachers (n = 13) who followed the study in schools. As a result of the methods, techniques and procedures used to measure and categorize users' feelings, they proved to be efficient and to increase the proposed motivation. In general, the results show that, in a real context, feelings tend to fluctuate under the influence of several factors that are difficult to isolate under laboratory conditions. The conclusions point to the validity of using emotional design as a predictive factor of product efficiency, according to studies cited in the theoretical review and effectively suggest that emotional design can be a predictive factor for product efficiency in the context of motivational activities, as education in particular.
机译:本文旨在介绍在研究的第一阶段中获得的结果,该研究应用了创新的游戏化情感设计技术。它是由MEET Playware公司开发的,用于230位年龄在11至15岁之间的学生的异构样本。该研究旨在打击辍学现象,并增加学生对学校内容的投入(侧重于葡萄牙语和数学)。经验将在学校的游戏化过程中完成的知识竞赛的真实条件与在同一实验的实验室中模拟的样本(n = 24)进行了比较,这为要开发的产品提供了基础性的贡献。在该过程的最后,调查问卷由在学校进行研究的学生(n = 230)和教师(n = 13)回答。由于使用了测量,分类用户感觉的方法,技术和程序,它们被证明是有效的,并且可以增加提议的动机。通常,结果表明,在真实情况下,感觉倾向于在几种因素的影响下波动,这些因素在实验室条件下很难隔离。根据理论评论中引用的研究,结论指出使用情感设计作为产品效率的预测因素的有效性,并有效地表明,在动机活动的背景下,情感设计可以作为产品效率的预测因素,例如在教育活动中。特定。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号