(Freiwillige Teilnahme) Abschlussvortrag Praxis der Forschung SS23 II: Unterschied zwischen den Versionen
(Die Seite wurde neu angelegt: „{{Vortrag |vortragender=Mona Schulz |email=mona.schulz@student.kit.edu |vortragstyp=Vortrag |betreuer=Kai Marquardt |termin=Institutsseminar/2023-10-06 |vortragsmodus=in Präsenz |kurzfassung=Titel: Gamify Your Learning Experience -- Möglichkeiten von Gamification Lernprozesse und -erfolge zu visualisieren Abstract: Gamification has emerged as a prominent approach in the field of education, aiming to enhance students’ motivation and foster productive…“) |
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Gamification enhances education by boosting motivation and fostering effective learning. This paper explores the link between game design elements and intrinsic motivation in education. Drawing from 24 scholarly papers, it identifies ten key game design elements: badges, points, leaderboards, virtual currency, progress bars, achievements, avatars, concept maps, storytelling, and feedback. To evaluate their impact, a survey using mockups was conducted. Results highlight the popularity of combinations like concept maps with progress bars and points with feedback. The study also uncovers correlations between preferred elements and learner characteristics. By uncovering these insights, the research advances gamification in education and guides tailored approaches for boosting student motivation. | |||
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Aktuelle Version vom 11. August 2023, 09:39 Uhr
Vortragende(r) | Mona Schulz | |
---|---|---|
Vortragstyp | Vortrag | |
Betreuer(in) | Kai Marquardt | |
Termin | Fr 6. Oktober 2023 | |
Vortragsmodus | in Präsenz | |
Kurzfassung | Gamify Your Learning Experience -- Möglichkeiten von Gamification Lernprozesse und -erfolge zu visualisieren
Gamification enhances education by boosting motivation and fostering effective learning. This paper explores the link between game design elements and intrinsic motivation in education. Drawing from 24 scholarly papers, it identifies ten key game design elements: badges, points, leaderboards, virtual currency, progress bars, achievements, avatars, concept maps, storytelling, and feedback. To evaluate their impact, a survey using mockups was conducted. Results highlight the popularity of combinations like concept maps with progress bars and points with feedback. The study also uncovers correlations between preferred elements and learner characteristics. By uncovering these insights, the research advances gamification in education and guides tailored approaches for boosting student motivation. |