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Research On The Elements Of Gamification Design For The Information Literacy Education

Posted on:2016-09-20Degree:MasterType:Thesis
Country:ChinaCandidate:L X DongFull Text:PDF
GTID:2308330461960796Subject:Information Science
Abstract/Summary:PDF Full Text Request
With the development of information technology, the remarkable change has happened in this information age. Information literacy, as one of the most important comprehensive literacy, has being more and more attention of scholars at home and abroad. In the environment of the new social media network, the content involved in information literacy has been further expanded. In the whole process of information behaviors, all the abilities related with information should be the parts of information literacy, such as information awareness, information retrieval, information processing, information analysis, information assessment and so on. Therefore, the change in this information age makes users to require much more information literacy. Compared with general users, college students will be more demand for information that would be more professional. So college students for information literacy requirements will be higher. At the same time, most of the college students nowadays are all "Y-generation" who may conflict with the traditional training methods of information literacy. Therefore, the information literacy education nowadays, especially for the college students, is a huge challenge. Faced with this problem, this paper presents the possibility to design the gamification elements into the of information literacy education. Through literature review, the paper finds that there are many foreign papers on the gamificaion applied in the information literacy education. Based on some theories on educational psychology, this paper establishes some dimensions and specific design elements. And then, analyses the specific design elements by the analytical methods of Kano. Lastly, the paper puts forward some suggestions for a certain information education project.In this paper, the research contents and the main contributions include the following three aspects:(1) According to the literature review, the paper summarizes the gamificaion design of information literacy education and classifies them to 5 dimensions and 14 elements. According to the theory of information literacy training based on game design’s cases and educational psychology, the paper summarizes five gamification design dimensions, such as the design of the fictitious situation, the design of the incentive mechanism, the design of the task mechanism, the design of cooperation and communication and the design of the feedback mechanism. Then, the paper lists 14 elements from these 5 dimensions.(2) Using the methods of Kano model, the paper classifies all the 14 elements to 4 kinds of quality and provides the support to decision how to design gamification information literacy. In this paper, Kano two-dimensional quality model are used to design the questionnaire. And in accordance with statistical methods, the 14 elements are classified to attractive quality, one-dimensional quality, must-be quality and non-essential differences quality. To provide some advice and help design decisions, the paper gives some explanations to the classification. We can focus on the gamification elements of must-be quality firstly. And then, we could add some gamification elements of attractive quality and one-dimensional quality. At last, we don’t need to consider the gamification elements of no interest-indifferent quality too much.(3) Integrating the value of the significance of each element and the result of user evaluation value, the paper gives the final evaluation for the 14 elements. In this paper, combining the importance of each design element, Kano adjustment value and the level enhance of user satisfaction rate, the paper gives each element a final importance weight. According to the different importance weights, the paper sorts the 14 elements. Faced with some different attitude of the result, designer could choose the necessary gamification elements they need under different circumstances.
Keywords/Search Tags:information literacy, gamification design, education game, Kano model, user satisfaction
PDF Full Text Request
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