摘要: |
目的 结合PBL游戏化模型和自我决定理论,通过实证研究来探索游戏化设计对大学生运动动机的促进作用和影响途径。方法 基于实验设计的方法,在大学体育课堂实施PBL游戏化设计干预之后,比较实验组与对照组在运动动机各项指标上的变化差异,量化评估游戏化设计的积极作用。在此基础上总结游戏化设计的指导原则,提出相关产品的设计优化方案。结果 经过历时16周的游戏化设计干预,实验组在运动自主动机和基本心理需要方面均有显著提高,对照组则无明显进步。结论 PBL游戏化设计有效促进了运动动机,为大学生养成良好的运动习惯打下了重要的基础。进一步优化的游戏化产品可以在课堂内外帮助培养学生长期的运动自主动机,通过线上线下结合的方式来促进可持续运动行为。 |
关键词: 游戏化设计 PBL 运动动机 定量研究 |
DOI:10.19554/j.cnki.1001-3563.2021.24.023 |
分类号:TB472 |
基金项目:国家社会科学基金一般项目(20BTY120) |
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An Empirical Study on PBL Gamification Design for Exercising Motivation |
YANG Ming-heng1, YAO Jie1, XIAO Tao2
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(1.Harbin Institute of Technology (Shenzhen), Shenzhen 518055, China;2. Shenzhen University, Shenzhen 518060, China)
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Abstract: |
This study sought to examine the mechanisms of gamification design on affecting user behaviors with empirical methods, based on on the basis of PBL gamification and self-determination theories and targeting college students’ motivation to exercise. It employed an experimental design and compared two groups of college students after a gamification intervention in a PE class. The purpose was to quantify the effects of gamification on motivation to exercise and develop guidelines for gamification design and optimization. Based on the results of the experiment, it was found that PBL-based gamification has significantly improved college students’ motivation to exercise and can help promote good exercising habits. Based on such empirical evidence, an optimized gamification product was proposed to target college students both in and after class for cultivating sustainable exercising behaviors. |
Key words: gamification design PBL exercising motivation quantitative research |