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What Perception Do Students Have About the Gamification Elements?
DOI:10.1109/ACCESS.2020.3011222.png)
Abstract
En 中文
The use of the mechanics and elements of games in non-ludic environments (Gamification) has increased in non-ludic contexts in various areas including education. This study focused on the perception that students have of the different elements of gamification in three different experiences, after which students were asked to answer a survey about the gamified elements of the course in which they participated. In the three experiences, Feedback, levels, points and missions stand out as the best valued, despite the fact that, for example, time limit were little valued by the students, it can be useful in the design of a gamified experience, but its use must be well regulated to avoid possible negative aspects and favor a good experience for the student. On the other hand, though badges were also been well valued by students in the longest experiences, in the shortest experience, it was one of the worst rated elements. Finally, the elements that students liked the least of all those analyzed, were the leaderboard and the blocked content.
Keywords:
Task analysis
Games
Vocational training
Operating systems
Licenses
Computational modeling
Gamification
gamification elements
higher education
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Journal
IF:
3.6
Papers:
9.8W
Citations:
29.4W
Organization
Cited Papers
Continuance Intentions to Use Gamification for Training in Higher Education: Integrating the Technology Acceptance Model (TAM), Social Motivation, and Task Technology Fit (TTF)
IEEE ACCESS
IF3.6
Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame
MEDIA PSYCHOLOGY
IF2.6

