Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom

被引:15
|
作者
Anunpattana, Punyawee [1 ]
Khalid, Mohd Nor Akmal [1 ,2 ]
Iida, Hiroyuki [2 ]
Inchamnan, Wilawan [3 ]
机构
[1] Japan Adv Inst Sci & Technol, Sch Informat Sci, 1-1 Asahidai, Nomi, Ishikawa 9231211, Japan
[2] Japan Adv Inst Sci & Technol, Res Ctr Entertainment Sci, 1-1 Asahidai, Nomi, Ishikawa 9231211, Japan
[3] Dhurakij Bundit Univ, Coll Creat Design & Entertainment, Bangkok, Thailand
基金
日本学术振兴会;
关键词
Gamification; Physics in mind; Quizzing; Engagement; Time pressure; Challenge adjustment; MOTIVATION; GAMES; ENGAGEMENT; FRAMEWORK;
D O I
10.1016/j.heliyon.2021.e08637
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Challenges in education have continuously been addressed by integrating gamification, but a gap remains for game design principles that support user engagement. This paper outlines results obtained from integrating challenge-based gamification into an elementary school classroom to examine the emergence of student engagement and learning-related behavior. The approach was applied to logical puzzle quizzes where different gamification adjustments were captured and examined using physics' analogy (called the motion in mind concept). The structural experiment, with a mixed methods design, was designed around the notion of time pressure and the difficulty of gamifying the quizzing experience. This model was constructed to validate and expand the quantitative findings (motion in mind model) by including qualitative explorations (thematic analysis). The results revealed the potential synthesis of motion in mind and flow theory, and its relationships to engagement and learning were identified as a new conceptual scheme.
引用
收藏
页数:22
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