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Evaluate the usefulness and effectiveness of the score as an element of gamification in educational setting

Evaluate the usefulness and effectiveness of the score as an element of gamification in educational setting
评估分数作为教育环境中游戏化元素的有用性和有效性
批准号:
2882108
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金额:
$0.0万
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依托单位国家:
英国
项目类别:
Studentship
财政年份:
2023
资助国家:
英国
项目状态:
未结题
起止时间:
2023 至 --

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中文摘要
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英文摘要
Gamification is the act of taking a non-gamified activity and applying techniques found in video games such as points. This technique is widely used but the psychological side of it has seldom been studied. This thesis would aim to interrogate the usefulness of this technique and particularly of the score element. It aims to focus on educational settings since they are one of the field where engagement is the most crucial. Thus, we will focus on comparing applications with and without a score element in order to assess the effectiveness of its presence for educational purposes. The result of this research will have an impact on the success of educational programs that involve the use of an app or other platforms that can be gamified.
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