Why game elements make learning so attractive? A case study using eye-tracking technology
Fragment książki (Materiały konferencyjne)
MNiSW
15
WOS
Status: | |
Autorzy: | Borys Magdalena, Mitaszka Mateusz, Pudło Przemysław |
Wersja dokumentu: | Drukowana | Elektroniczna |
Arkusze wydawnicze: | 0,6 |
Język: | angielski |
Strony: | 2774 - 2780 |
Web of Science® Times Cited: | 6 |
Bazy: | Web of Science |
Efekt badań statutowych | NIE |
Materiał konferencyjny: | TAK |
Nazwa konferencji: | 10th International Technology, Education and Development Conference |
Skrócona nazwa konferencji: | INTED 2016 |
URL serii konferencji: | LINK |
Termin konferencji: | 7 marca 2016 do 9 marca 2016 |
Miasto konferencji: | Valencia |
Państwo konferencji: | HISZPANIA |
Publikacja OA: | NIE |
Abstrakty: | angielski |
The goal of this paper is to emphasize motivation aspects of gamification, to discuss the example of gamified language learning platform and to examine whether eye-tracking technology can be used to determine the impact of game mechanics on learner’s behaviour through visual attention. Three research question were stated for the experiment conducted by authors. A group of 13 participants were asked to use the online application for language learning with applied game mechanics at least for two weeks. Then the participants were invited to use the application and complete 4 tasks with eye-tracking recording. Moreover, the questionnaire in which participants assessed theirs motivation, engagement and experience with application was conducted. The experiment results were introduced and discussed |