طراحی سامانة آموزشیاری شخصی شده با کمک عناصر بازی پردازی بر اساس شخصیت و انگیزه و بررسی اثرگذاری آن بر رضایت تحصیلی یادگیرندگان

نوع مقاله : مقاله پژوهشی

نویسندگان

1 دکترای مدیریت فناوری اطلاعات، دانشگاه آزاد اسلامی واحد تهران شمال، تهران، ایران

2 استاد مهندسی فناوری اطلاعات، دانشگاه صنایع، دانشگاه تربیت مدرّس، تهران، ایران

چکیده

در این مقاله سامانة آموزشیاری شخصی سازی شده به کمک عناصر بازی پردازی بر اساس ویژگی‌های شخصیت و انگیزه یادگیرنده طراحی و اجرا شده است. شخصیت یادگیرندگان در این سامانه توسط پرسشنامة ‏NEO-FFI‏ و انگیزه آنها توسط پرسشنامة انگیزه تحصیلی AMS سنجیده شده است. سپس با استفاده از ویژگی‌های انگیزه و شخصیت افراد، نوع بازی آنها بر اساس مدل بازی BrainHex به دست آمده و متناسب با نوع بازی یادگیرنده، عناصر بازی پردازی برای آنها به صورت شخصی شده، ارائه گردیده است. سامانة ‏طراحی شده در دوره آمادگی مسابقة بین المللی ریاضی با 117 شرکت کننده در مدرسة الکترونیکی خانه ریاضی تهران ‏اجرا شده است. برای سنجش اثر بخشی سامانه طراحی شده، میزان رضایت تحصیلی یادگیرندگان در استفاده از سامانه در دو گروه شاهد و آزمون، مقایسه شده است. نتایج نشان می‌دهد استفاده از ساز وکار بازی پردازی در شخصی سازی بر اساس ویژگی‌های شخصیت و انگیزه فرد باعث شده تا با سطح معناداری P-value<0.05 در آزمون آماره T جهت مقایسه میانگین گروهها، رضایت تحصیلی یادگیرندگان نسبت به پیش از شخصی سازی و همچنین در مقایسه با گروه شاهد به طرز معناداری بهبود پیدا کند.

کلیدواژه‌ها


عنوان مقاله [English]

The effect of personalized gamification on learners' academic satisfaction in e-learning environment

نویسندگان [English]

  • MohammadHassan Abbasi 1
  • MohammadHassan Abbasi 2
1 Management of Information Technology Department, School of Management, Islamic Azad University, Tehran, Iran
2 Department of Information Technology Engineering, Tarbiat Modares University, Tehran, Iran.
چکیده [English]

In this article, a personalized educational system has been designed and implemented using game elements based on the personality traits and motivation of the learner. Learners' personality in this system was measured by NEO-FFI questionnaire and their motivation was measured by AMS (Academic Motivation Scale). Then, using the motivation and personality of individuals, their type of game is obtained based on the BrainHex model, and in accordance with the type of learner game, the gamification elements are presented to them in a personalized way. The system designed during the preparation period of the International Mathematical Competition and it has been implemented with 117 participants in the e-school of Tehran Mathhome. To measure the effectiveness of the system, the level of academic satisfaction of learners in using the system are compared in the control and test groups. The results show that using personalized gamification based on personality and motivation has led to a significant improvement (the significance level of P-value<0.05 in T-test) in learners' academic satisfaction compared to before. Personalization also improved significantly compared to controls.

کلیدواژه‌ها [English]

  • E-learning
  • Intelligent Tutoring System
  • Personalization
  • Academic Satisfaction
  • Gamification
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