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Showing posts with the label motivation

Connolly, Thomas. 2001 An alternate reality game or language learning: ARGuing for multilingual motivation

Connolly, Thomas. (2011). An alternate reality game or language learning: ARGuing for multilingual motivation. Computers Education, 57 (1) https://www.sciencedirect.com/science/article/pii/S0360131511000261 The purpose of this study was to evaluate the usage of ARG games in relation to learning a foreign language. The study that was created was implemented as a project within the European Commission Comenius project to be used in secondary schools across Europe. The purpose of the study was to implement cooperation and learning within the school environment as well as to support the use of ARGs in teaching and show different learning tactics. The general outcome of the “experiment” was calculated using pre- and post- questionnaires to gauge student feedback on the project. According to the article student feedback was fairly positive toward the use of the ARG and seemed to motivate the students in a way that had not been done before. Many students in the ending survey stated that the...

Hoffman, A. Gamification in Stress Management Apps: A Critical App Review.

The purpose of this article, “Gamification in Stress Management Apps: A Critical App Review” , by Alexandra Hoffman, et all, was to discover how effective the gamification of mental health apps are. They found that the majority of mental health apps are not utilizing gamification to its full potential. There’s a chart that details their exact findings on page eight. Many apps did not include the basic gamification qualities: an avatar for example. Zero games had the ability to customize an avatar. Also, there’s a PDF link available on page 12 that shows the majority of apps had zero gamification qualities to them. The second-largest majority had only one or two gamification techniques.. Most apps don’t utilize gamification techniques as well as they could. This was a study done in Germany, although one of the requirements for the app was that they must be available in English. They reviewed sixty-two apps by downloading them and then seeing what they had to offer. Data was analyzed b...