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Gamification for low-literates: findings on motivation, user experience, and study design
- Source :
- 14th International Conference on Computers Helping People with Special Needs, ICCHP 2014, 9-11 July 2014, Paris, France, PART 1, 8547 LNCS, 494-501
- Publication Year :
- 2014
- Publisher :
- Springer Verlag, 2014.
-
Abstract
- This study investigated the effects of the gamification elements of scaffolding, score and hints on the user enjoyment and motivation of people of low literacy. In a four-condition within-subjects experiment, participants per-formed mental spatial ability tests with the aforementioned elements. Quantitative results were inconclusive, but post-test interviews provided insights on the limited effectiveness of the gamification elements. Complex questionnaire wording, high task difficulty, and an improperly situated task environment all contributed to ceiling effects in the influence of scaffolding. Score was found to be ineffective without proper contextualization connecting the numerical score to clearer performance measures. Finally, the underused hints functionality has indicated the need for adequate 'mixed initiative' support.
- Subjects :
- Scaffolds
Motivation
Contextualization
PCS - Perceptual and Cognitive Systems
Human Performances
User Enjoyment
Spatial abilities
Information Society
Performance measure
Gamification
Interactive devices
Task environment
Literacy
Quantitative result
ELSS - Earth, Life and Social Sciences
Virtual environments and Gaming
Subjects
Details
- Language :
- English
- Database :
- OpenAIRE
- Journal :
- 14th International Conference on Computers Helping People with Special Needs, ICCHP 2014, 9-11 July 2014, Paris, France, PART 1, 8547 LNCS, 494-501
- Accession number :
- edsair.dedup.wf.001..9dfb603bcc12ebffc52d8e9b2b6764ac