可用性
功能可见性
多样性(控制论)
背景(考古学)
感知
心理学
检查表
应用心理学
领域(数学)
计算机科学
知识管理
人机交互
认知心理学
生物
古生物学
人工智能
神经科学
数学
纯数学
作者
Taygun B. Durmaz,José L. Fuertes,Ricardo Imbert
标识
DOI:10.1080/10447318.2022.2162277
摘要
Motivation is fundamental for user engagement in applications. In particular, in educational software systems, gamification is widely used to try to increase student performance and well-being, as it comprises motivational benefits. However, the effectiveness of gamification has sometimes been under question, since a variety of research experiments with the same gamification elements result in conflicting outcomes. Advancement in motivational psychology allows us to relate how perceptions are predictors of well-being and performance. With this purpose, relevant studies have been researched directing the user toward the desired outcomes, and a usability checklist has been developed to assess Motivational Information Systems. We then carried out an experiment from the perception questionnaires and the performance of the students to evaluate a particular gamification system in an educational context. The observed results from the field study have validated the applicability of the checklist, as the predictions were consistent with the literature.
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