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Research On Influencing Factors And Promotion Strategies Of Game Learning Behavior Intention

Posted on:2022-02-01Degree:MasterType:Thesis
Country:ChinaCandidate:Y JuFull Text:PDF
GTID:2517306557462814Subject:Information Art Design and Education
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Contemporary young students grow up in the era of rapid development of information technology,and have a natural adaptability to educational information products.In the long course of history,games have never been absent from human society.Nowadays,video games have a huge appeal to young students.In game activities,young people will actively participate and get a pleasant gaming experience.Therefore,in order to solve the problem of low interest in learning,researchers combine education and games,entertaining and entertaining,and put forward the concept of gamified learning and conduct research.With the expansion of the scope of the gamification learning model,scholars have carried out research on various factors in gamification learning,including the direction of students' intention to participate in gamification learning.This article locates the research object to contemporary young college students,studies the influencing factors of gamified learning on their behavioral intentions,and deeply explores the multi-level strategies to enhance learning behavioral intentions under gamified learning.In the research process,it mainly combines investigation and research method,literature review method,in-depth interview method and virtual ethnography.Based on the investigation of the status quo of college students' gamified learning,the influencing factors are explored,and the following eight influencing factors are summarized through literature analysis: perceived usefulness,perceived ease of use,immersive experience,entertainment perception,subjective norms,game characteristics,interactive cooperation,and self-efficacy.A total of 540 valid questionnaires were collected,and finally it was concluded that interactive cooperation,perceived usefulness,and perceived ease of use have a significant positive correlation effect on college students' intention to participate in gamified learning;perceived ease of use has a significant positive correlation effect on perceived usefulness;game characteristics are useful for perception There is a significant positive correlation.Analyzing the influence of demographic variables such as gender,performance,and game experience on each variable,it is concluded that gender and game experience have a significant impact on the factors affecting the behavioral intentions of participants in game-based learning.Combining the influencing factors and the results of in-depth interviews,the gamification design is carried out in the classroom,and the exploration of gamification learning on students' behavior intentions in practical courses is explored.Through pre-and post-test,it is found that college students' participation in gamification learning behavior intention and eight influencing factors have improved.Aiming at the problems and conclusions in the influencing factors of gamification learning,a nine-point gamification learning improvement strategy is proposed.First,improve the practicability and breadth of gamified learning resources;second,improve the playability and stage of gamified learning objectives;third,enhance the multi-directional communication and interaction mechanism of gamified learning;fourth,stimulate gamification The challenging and immersive experience of learning;fifth,the establishment of an incentive feedback mechanism for gamified learning;sixth,the effective integration of the entertaining and educational aspects of gamified learning;seventh,guiding teachers and students to use gamified learning methods;eighth,Actively cultivate students' good study habits and pay attention to their psychological needs.
Keywords/Search Tags:Gamification learning, Behavior intention, Influencing factors, Improvement strategy
PDF Full Text Request
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