Uses and Gratifications of Initiating Use of Gamified Learning Platforms.
CHI Extended Abstracts(2018)
摘要
Research on gamified educational platforms has chiefly focused on game elements motivating continued engagement, neglecting whether and why people choose to use them in the first place. Grounded in Uses & Gratifications Theory, this study therefore combined use diaries with follow-up interviews to explore the situated reasons for use of 83 students who voluntarily used a gamified online learning platform. Partial data analysis suggested a motivational threshold of gamification: game design elements don»t motivate the initiation of new use sessions per se, but are able to prolong an already started session. Some other pre-existing sought uses and gratifications are required for gamification to work, although gamification may indirectly support these. Main reasons for initiating use of a gamified learning platform were learning, curiosity, fun, need for closure, and competence.
更多查看译文
关键词
Gamification, Education, Uses & Gratifications Theory, Reasons for use
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络