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Game-based assessment tool using convergence of gamification and motivation theory in intelligent tutoring system.

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dc.contributor.authorJo, Jaechoon-
dc.contributor.authorYi, Eunsun-
dc.contributor.authorYang, Yeongwook-
dc.contributor.authorChoi, Shin-hyeong-
dc.date.accessioned2023-09-04T05:36:57Z-
dc.date.available2023-09-04T05:36:57Z-
dc.date.issued2023-06-
dc.identifier.issn1617-4909-
dc.identifier.issn1617-4917-
dc.identifier.urihttps://scholarworks.bwise.kr/erica/handle/2021.sw.erica/114692-
dc.description.abstractAs the online education market grows steadily, video lecture–based online educational environments such as the massive open online course (MOOC), open courseware (OCW), and flipped classroom are being used diversely in informal as well as formal education. However, since the learning in the online educational environment is predominantly conducted by the learners themselves, problems such as low motivation, low concentration, and low completion rates have been identified. For this paper, we developed a game-based assessment tool that can enhance the learning motivation and concentration and automatically determine if the learning without mind-wandering has been completed; accordingly, we applied it in university classes as part of a verification experiment to investigate the educational usability. The experiment results showed that the game-based assessment tool positively impacted the learning motivation and reduced the learning burden; besides, all of the subjects could enjoy both parts of the game-based assessment tool regardless of his/her learning ability. Finally, a sufficiently high potential was identified regarding the educational usability of the game-based assessment tool. © 2021, The Author(s), under exclusive licence to Springer-Verlag London Ltd. part of Springer Nature.-
dc.format.extent11-
dc.language영어-
dc.language.isoENG-
dc.publisherSpringer Verlag-
dc.titleGame-based assessment tool using convergence of gamification and motivation theory in intelligent tutoring system.-
dc.typeArticle-
dc.publisher.location영국-
dc.identifier.doi10.1007/s00779-021-01523-6-
dc.identifier.scopusid2-s2.0-85099599278-
dc.identifier.bibliographicCitationPersonal and Ubiquitous Computing, v.27, no.3, pp 1149 - 1159-
dc.citation.titlePersonal and Ubiquitous Computing-
dc.citation.volume27-
dc.citation.number3-
dc.citation.startPage1149-
dc.citation.endPage1159-
dc.type.docType정기학술지(Article(Perspective Article포함))-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClassscopus-
dc.subject.keywordAuthorGamification-
dc.subject.keywordAuthorMOOC-
dc.subject.keywordAuthorOnline convergence education-
dc.subject.keywordAuthorVideo-based learning-
dc.identifier.urlhttps://link.springer.com/article/10.1007/s00779-021-01523-6?utm_source=getftr&utm_medium=getftr&utm_campaign=getftr_pilot-
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ERICA부총장 한양인재개발원 (ERICA 창의융합교육원)
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