Gamification: A Motivation Metric Based in a Markov Model

被引:3
作者
Aguiar-Castillo L. [1 ]
Arce-Santana E. [2 ]
Guerra-Yanez C. [3 ]
Guerra-Yanez V. [4 ]
Perez-Jimenez R. [1 ]
机构
[1] Universidad de Las Palmas de Gran Canaria, Las Palmas de Gran Canaria
[2] Universidad Autonoma de San Luis Potosi, San Luis Potosi
[3] Czech Technical University in Prague, Prague
[4] Pi Lighting Sarl, Sion
基金
欧盟地平线“2020”;
关键词
Gamification; Higher education; Markov model; Mobile learning;
D O I
10.3991/ijet.v17i13.30781
中图分类号
学科分类号
摘要
The current situation in the world with the COVID-19 pandemic has reinforced a pre-existing trend based on increasing the use of gamification tools in education to motivate students. In this work, a study based on a Markov model is proposed to assess motivation during the training process in higher education. The evolution of Faculty of Business Administration graduates when using a gamified smartphone application (HEgameApp) has been measured. The behavior of graduates is assessed through collaboration in fora created by HegameApp, and the recognition given by their classmates. A utility function is defined to obtain a statistical estimator used in the assignment of motivational states of the study participants. In addition, a decrement function is assigned to the value of the components of the utility function to estimate the time variation of motivation during the process of knowledge assimilation. The proposed solution shows that when graduates are involved in using the app, they significantly increase their academic outcomes and satisfaction while receiving the lectures. In addition, the positive feedback perceived through the application fora has a measurable effect on their motivation. © 2022. International Journal of Emerging Technologies in Learning. All Rights Reserved.
引用
收藏
页码:17 / 34
页数:17
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