中文题名: | 移动端单词学习应用的游戏化设计研究 |
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保密级别: | 公开 |
论文语种: | 中文 |
学科代码: | 045400 |
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学生类型: | 硕士 |
学位: | 应用心理硕士 |
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学位年度: | 2020 |
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第一导师姓名: | |
第一导师单位: | |
提交日期: | 2020-06-18 |
答辩日期: | 2020-06-06 |
外文题名: | GAMIFICATION DESIGN REASEARCH OF MOBILE VOCABULARY LEARNING APPLICATION |
中文关键词: | |
中文摘要: |
游戏化是指将游戏化设计元素应用于游戏之外的其他环境中,使环境中的活动更像游
戏的过程。游戏化设计旨在支持和激励用户特定的行为表现。大学生学习英语单词主要通
过移动端单词学习应用,通过游戏化设计改善单词学习应用,能够提升游戏化体验并改善
用户行为,以起到积极的作用。本研究旨在探究,大学生使用单词类学习应用的现状,特
定游戏化设计元素对被试的学习行为以及游戏化体验的影响,以及将游戏化设计应用于移
动端单词学习应用中,是否能有效提升产品的游戏化体验以及产品可用性。
本研究探究移动端单词学习应用的游戏化设计。研究 1 通过问卷法探究当代大学生使
用单词学习应用的情况以及存在的问题,发现当下大学生最常使用的单词学习应用为扇贝
和百词斩;用户使用频率低、个性化不足等因素影响了移动端单词应用的使用。研究 2 通
过实验法对成长性、社交、个性化游戏化设计元素进行探究与验证,结果显示,在单词学
习情境,社交、成长性游戏化设计元素能够有效提升被试的游戏化体验,难度个性化显著
提升了被试的单词学习时间。研究 3 基于研究 2 的结果,对游戏化设计单词学习应用进行
迭代与整合设计,同时通过实验,进行游戏化体验以及可用性测试评估。结果显示,相较
于市场上的单词学习应用(扇贝),游戏化单词学习应用具有更高可用性,同时显著提升
了被试的游戏化体验。
本研究认为,游戏化设计元素显著提升了被试的游戏化体验,可能与刺激呈现方式以
及被试个体因素有关。本研究的结果为教学游戏化领域进行了一些补充,未来的游戏化设
计研究应贴近真实的学习情境,提升研究的生态效度,同时探究更复杂的游戏化设计元素
与机制,关注游戏化设计的负面影响等。
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外文摘要: |
Gamification refers to the process of making activities in non-game contexts more
game-like by using game design elements. The goal of gamification is to foster human
motivation and performance for a given activity. College students learn English words mainly
through mobile vocabulary learning applications. Applying gamification design to vocabulary
learning applications can improve user experience.
Study 1 used questionnaires to explore the problems of current vocabulary learning
applications. The most popular applications are ShanBay and BaiCiZhan. Low frequency of use
and insufficient customization affect the usage of these mobile vocabulary applications. Study 2
used experimental methods to explore and verify the Growth, Social, and Customization
gamification design elements, and the results showed that in the vocabulary learning context, the
Social and Growth gamification design elements can effectively improve the participants'
gamification experience and the Customization significantly improved the vocabulary learning
time. Study3 integrated and iterated gamification design elements, and also explored the
gamification experience and evaluated usability testing. The results showed that gamified
vocabulary learning application has higher usability and significantly improves the gamification
experience.
These studies proved that the gamification design elements significantly improved the
participants' gamification experience, which may be related to the stimulus presentation and
individual factors of the participants. Our research findings make new contributions to the field
of gamification. Future research on gamification design should consider more realistic learning
situation, improve the ecological validity of the research, and explore more complex
gamification design elements and mechanisms.
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馆藏号: | 硕045400/20077 |
开放日期: | 2021-06-18 |