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
批准号:
2882108
负责人:
金额:
$0.0万
依托单位:
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 --
中文摘要
游戏化是指采取非游戏化的活动,并应用视频游戏中的技术,如积分。这种技术被广泛使用,但很少有人研究它的心理学方面。本论文旨在探讨这一技巧的实用性,尤其是分数元素的有效性。它的目标是专注于教育环境,因为它们是参与最关键的领域之一。因此,我们将重点比较有和没有分数因素的申请,以评估其存在对教育目的的有效性。这项研究的结果将对教育项目的成功产生影响,这些项目涉及使用应用程序或其他可以游戏化的平台。
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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