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عمومی::
پلتفرم بازی وارسازی شده
This study is based on the qualitative analysis of 125 surveys (n = 40) and 2 focus group interviews (n = 7) gained throughout a 15-week university master course in which students voluntary interacted with a gamified platform.
, Hamari, 2017; Nacke and Deterding, 2017)-ar- gue that gamification research would benefit from a deeper understand- ing of the underlying psychological processes at work when interacting with gamified platforms, as such answering the question how gamifica- tion (might) work(s) before assessing whether it works.
We relied on Self-Determination Theory and van Roy and Zaman's heuristics (2017) as guides to design the gamified platform aimed at supporting students in their three basic psychological needs.
Students' experiences and their evaluation of the gamified platform were measured via longitudinal surveys and focus group interviews.
Students were invited to complete a survey to evaluate the gamified platform at four different times throughout the semester.
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