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Gamification in a Social Learning Environment

机译:社会学习环境中的游戏化

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摘要

Gamification has gained traction in recent years as an effective way of engaging users to perform actions in contexts that would otherwise be considered tedious and undesirable. Education is an area in which user engagement could have the greatest impact on success, with some advantages for students being improved grades or better comprehension. The authors of this paper have designed and implemented a three part system for gamifying a social learning environment designed for use in higher educ ation lecture classrooms. Our goal in doing so is to foster greater user engagement from the students using the system and thereby promote an environment better suited for active learning.
机译:近年来,游戏化作为吸引用户在可能被认为乏味且令人讨厌的环境中执行动作的一种有效方法而受到关注。教育是用户参与度可能对成功产生最大影响的领域,对学生来说,提高成绩或提高理解力具有一些优势。本文的作者设计并实现了一个由三部分组成的系统,用于游戏化设计用于高等教育演讲教室的社会学习环境。我们这样做的目的是通过使用该系统的学生培养更多的用户参与度,从而营造一个更适合主动学习的环境。

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