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Title: Spendency: Students’ Propensity to Use System Currency
Source:
Author(s): Erica L. Snow, Laura K. Allen, G. Tanner Jackson, Danielle S. McNamara
Online Reference:
Abstract:

Using students’ process data from the game-based Intelligent Tutoring System (ITS) iSTART-ME, the current study examines students’ propensity to use system currency to unlock game-based features, (i.e., referred to here as spendency). This study examines how spendency relates to students’ interaction preferences, in- system performance, and learning outcomes (i.e., self-explanation quality, comprehen- sion). A group of 40 high school students interacted with iSTART-ME as part of an 11- session experiment (pretest, eight training sessions, posttest, and a delayed retention test). Students’ spendency was negatively related to the frequency of their use of personalizable features. In addition, students’ spendency was negatively related to their in-system achievements, daily learning outcomes, and performance on a transfer comprehension task, even after factoring out prior ability. The findings from this study indicate that increases in students’ spendency are systematically related to their selec- tion choices and may have a negative effect on in-system performance, immediate learning outcomes, and skill transfer outcomes. The results have particular relevance to game-based systems that incorporate currency to unlock features within games as well as to the differential tradeoffs of game features on motivation and learning.


File: PDF 文档 Snow2015_Article_SpendencyStudentsPropensityToU.pdf
Relevant Principles (APA): 原理5 获取稳固的知识和技能依赖于不断练习
Notes (Theories):

诱人的干扰物被定义为任何无关紧要但引人入胜的刺激,将学生的注意力从学习目标上拉开。研究表明,学生与诱惑分心者的互动对他们的学习成绩有负面影响。通过减少学生可能花在指定任务上的时间和注意力,诱惑性干扰可能会使学生与学习目标脱节

Notes (Technologies):

多层线性回归预测学生消费行为对成绩水平的影响

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Notes (Impacts):
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本研究使用来自基于游戏的智能辅导系统iSTART-ME的数据,考察学生使用系统货币解锁基于游戏的功能的倾向,探讨了消费倾向与学生互动偏好和学习表现与结果的关系。本研究显示,学生消费行为会与学生的学习表现和及时的学习结果和技能转移呈现负相关。

基于游戏的学习能提高学习者学习兴趣,但也会在游戏中存在大量的分心物影响学习者的学习效果(货币,成就,奖杯)

个人的阅读能力和策略表现并不影响他们在基于游戏的功能交互上花费iBucks的倾向。学生的消费水平与自我报告的快乐感(r= 0.18, p=0.26)和动机(r= 0.21, p=0.19)之间没有显著关系。学生的消费行为与学生在使用导学系统的互动行为没有显著关系。消费行为对学习策略水平有直接的负面影响,但随着时间的推移,它似乎并没有造成损害。