2021
DOI: 10.1016/j.compedu.2021.104135
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The use and effects of incentive systems on learning and performance in educational games

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Cited by 31 publications
(18 citation statements)
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References 32 publications
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“… Affect: several studies have been proposed to evaluate the player experience during gameplay in terms of sentiments, emotions and attitudes. Emotion is a key multidimensional concept composed of four main aspects namely: (1)subjective experience (feelings of pleasure or displeasure including engagement, motivation, frustration or boredom), (2)cognitive aspects (attention to relevant stimuli), (3)physiological aspects (heart rate, temperature, muscle tension) and (4)behavioral aspects (facial expressions and specific action tendencies) (Habgood & Ainsworth, 2011 ) (Vlachopoulos & Makri, 2017 ) (Abdellatif et al, 2018 ) (Rahimi et al, 2021 ). There are also others works interested in analyzing and evaluating criteria related to the usability concept such as ease of use, learnability, efficiency, understandability, usefulness, and acceptance (Erhel & Jamet, 2013 ) (Ravyse et al, 2017 ).…”
Section: Results Analysismentioning
confidence: 99%
“… Affect: several studies have been proposed to evaluate the player experience during gameplay in terms of sentiments, emotions and attitudes. Emotion is a key multidimensional concept composed of four main aspects namely: (1)subjective experience (feelings of pleasure or displeasure including engagement, motivation, frustration or boredom), (2)cognitive aspects (attention to relevant stimuli), (3)physiological aspects (heart rate, temperature, muscle tension) and (4)behavioral aspects (facial expressions and specific action tendencies) (Habgood & Ainsworth, 2011 ) (Vlachopoulos & Makri, 2017 ) (Abdellatif et al, 2018 ) (Rahimi et al, 2021 ). There are also others works interested in analyzing and evaluating criteria related to the usability concept such as ease of use, learnability, efficiency, understandability, usefulness, and acceptance (Erhel & Jamet, 2013 ) (Ravyse et al, 2017 ).…”
Section: Results Analysismentioning
confidence: 99%
“…As mentioned, competency-level estimates can be used for various purposes (e.g., adaptive delivery of game levels, targeted feedback, relevant learning supports, and updating the LA dashboard-My Backpack). We have reported the design, development, and evaluation of various aspects of PP in other papers (e.g., Kuba et al, in press;Rahimi et al, 2021; Shute et al, 2019b. Next, we discuss the features of the LA dashboard in PP-My Backpack.…”
Section: Stealth Assessmentmentioning
confidence: 99%
“…Motivation is a key factor in learning and training through serious games: More motivated players are expected to be more engaged, better performing, and learn more effectively (Rahimi et al, 2021). Unfortunately, in our study described in Chapter 4, we observed a relatively high non-completion rate.…”
Section: Keeping Learners Motivatedmentioning
confidence: 59%
“…Furthermore, incentive systems like earned badges or points can be useful to keep players motivated (Rahimi et al, 2021). These incentive systems could even be linked to the unobtrusive assessment measures, such that a badge is earned whenever a specific gameplay behavior that is positively associated with the skill of interest is observed.…”
Section: Keeping Learners Motivatedmentioning
confidence: 99%
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