Gamification Intensity in Web-Based Virtual Training Environments and Its Effect on Learning

被引:5
作者
Bohne, Thomas [1 ]
Heine, Ina [2 ]
Mueller, Felix [3 ]
Zuercher, Paul-David Joshua [1 ]
Eger, Vera Maria [4 ]
机构
[1] Univ Cambridge, Dept Engn, Cambridge CB2 1TN, England
[2] Rhein Westfal TH Aachen, Lab Machine Tools & Prod Engn, D-52062 Aachen, Germany
[3] Coll Ingenieurs, Dept Engn, F-75007 Paris, France
[4] Tech Univ Munich, Dept Business, D-80333 Munich, Germany
来源
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES | 2023年 / 16卷 / 05期
关键词
Game-based learning; gamification; industrial training; nonimmersive virtual reality; virtual assembly; virtual reality; virtual training; TASK; GAME; PERFORMANCE; MOTIVATION; EDUCATION; REALITY; INFORMATION; ENGAGEMENT; RETENTION; ELEMENTS;
D O I
10.1109/TLT.2022.3208936
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Gamification approaches to learning use game-inspired design elements to improve learning. Given manifold design options to implement gamification in virtual environments, an important but underexplored research area is how the composition of gamification elements affects learning. To advance research in this area, we systematically identified key design elements that have shown promise in leading to positive learning results. We then conducted an experiment in which we varied gamification intensity in web-based virtual training environments for a procedural industrial task. In total, 355 participants were divided into a baseline group without gamification, a basic, and an advanced gamification group. Analysis of participants' learning included learning outcomes (time-to-completion and number of mistakes), affective learning factors (motivation, self-efficacy, and satisfaction), learning system usability, and perceived cognitive load throughout the learning process. The results did not show any statistically significant differences between the lower and higher levels of gamification intensity. Conversely, we found that participants' computer gaming habits and technical equipment (display size and computer pointing device) significantly influenced learning.
引用
收藏
页码:603 / 618
页数:16
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