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Study On The Influencing Factors Of Gamified Knowledge Acquisition For College Students

Posted on:2024-01-06Degree:MasterType:Thesis
Country:ChinaCandidate:M Y ChenFull Text:PDF
GTID:2557307100484354Subject:Library and Information Science
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With the popularity of the Internet and various entertainment products,college students are exposed to more and more new media forms in their daily lives,such as social media,mobile apps and games.These new forms of media not only provide more entertainment options,but also change the way they acquire their daily knowledge.However,the rise of this entertainment culture has also led to some problems,most notably that college students may be bored and bored by the traditional knowledge acquisition process.The resulting emotions will not only reduce students ’interest in the process of knowledge acquisition,but also may lead to the unsatisfactory effect of students’ knowledge acquisition.Therefore,many scholars began to explore how to combine games and knowledge acquisition,in order to combine teaching with fun and stimulate students’ motivation to acquire knowledge.As a naturally attractive form of entertainment,games can provide an interactive and innovative environment for knowledge acquisition,thus enhancing students’ participation and autonomy.By integrating game elements into the process of knowledge acquisition,students can master knowledge and skills in a better,easier,and more enjoyable way.This way of acquiring knowledge,known as "gamified knowledge acquisition",has been widely used in various fields.This study aims to explore the attitude of college students of gamification knowledge acquisition and the factors affecting the participation in the gamification knowledge acquisition process,seek to improve the gamification knowledge acquisition product function and services,to better help for future college students,the study through the questionnaire literature research and depth interview method to understand the present situation of college students of gamification knowledge acquisition by collecting and analyzing large amounts of data,The literature and interview results summarize the following eight influencing factors: immersive experience perception cost perceived usefulness perceived ease of use community influence user individual characteristics game design user needs.According to 354 valid questionnaires collected this time,immersive experience perception,ease of use,the community impact has a significant direct impact on the acquisition of gamified knowledge of college students,Game design has a significant and positive correlation effect on the perceived ease of use;Game design has a significant positive impact on immersive experience.User needs have a significant positive impact on perceived usefulness,We also found through communication with respondents during in-depth interviews that gamified knowledge acquisition can effectively promote students’ interest and motivation in the process of knowledge acquisition and knowledge acquisition,Improving their effectiveness and grades We also found that the implementation of gamified knowledge acquisition by college students needs to take into account the students’ age,gender and cultural background knowledge acquisition goals and other factors,At the same time,we should also pay attention to whether the quality and content of the game design meet the needs and interests of students,and finally,through the exploration of the influencing factors of the acquisition of gamified knowledge of college students,Problems and conclusions about the influencing factors of gamification knowledge acquisition,Put forward 4 points of gamification knowledge acquisition and improvement strategy first,Emphasis on game design,Increase the user’s immersive experience;second,Considering the differences in individual user characteristics,To meet different user needs;third,Promoting the social influence of gamified knowledge acquisition,Strengthen the gamification knowledge to obtain product reputation;fourth,Effective integration of entertaining and educational gamified knowledge acquisition...
Keywords/Search Tags:gamification, knowledge acquisition, college students, influencing factors, rooted theory
PDF Full Text Request
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