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Fuzzy Multicriteria Models for Decision Making in Gamification
Mathematics ( IF 2.2 ) Pub Date : 2020-05-01 , DOI: 10.3390/math8050682
María Carmen Carnero

Gamification is an innovative teaching technique that may prove hugely beneficial when properly used. For this reason, since 2002, the number of situations in which gamification is used has increased exponentially. This large number of options makes it difficult to choose the best application, especially in circumstances where there is the usual uncertainty that real-life decision making involves. To address this problem, this study creates two models, one using a fuzzy analytic hierarchy process (AHP), and the other, which combines fuzzy AHP with the measuring attractiveness by a categorical-based evaluation technique (MACBETH) approach, to choose the best gamification application for the ‘Operations Management’ course, within the Masters in Industrial Engineering. This is the first contribution in the literature combining fuzzy AHP and MACBETH. The decision centre used was the lecturer who teaches the course. There is no precedent in the literature using fuzzy logic to choose the best gamification application for a course. The results of the study show that Socrative is the best gamification application for this course within the Masters, and, as the models begin to be used in degree courses, the better choice would be Quizizz, the more clearly the earlier the course is taught within the degree programme.

中文翻译:

游戏化决策中的模糊多准则模型

游戏化是一种创新的教学技术,如果使用得当,可能会带来巨大的好处。因此,自2002年以来,使用游戏化的情况数量呈指数增长。如此众多的选择使得难以选择最佳应用,尤其是在现实生活中决策通常涉及不确定性的情况下。为了解决这个问题,本研究创建了两个模型,一个模型使用模糊层次分析法(AHP),另一个模型通过基于分类的评估技术(MACBETH)将模糊AHP与测量吸引力相结合,以选择最佳模型。工业工程硕士课程中“操作管理”课程的游戏化应用程序。这是结合模糊AHP和MACBETH的文献中的第一篇贡献。所使用的决策中心是教授课程的讲师。在文献中没有使用模糊逻辑为课程选择最佳游戏化应用程序的先例。研究结果表明,苏格拉底(Socrative)是硕士课程中该课程的最佳游戏化应用程序,并且随着该模型开始用于学位课程中,Quizizz的选择会越好,越清楚地讲授课程越早学位课程。
更新日期:2020-05-01
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