当前位置: X-MOL 学术Learning and Motivation › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
The impact of eye-tracking games as a training case on students' learning interest and continuous learning intention in game design courses: Taking Flappy Bird as an example
Learning and Motivation ( IF 1.488 ) Pub Date : 2022-04-13 , DOI: 10.1016/j.lmot.2022.101808
Chao Gu , Jiangjie Chen , Jiacheng Lin , Shuyuan Lin , Weilong Wu , Qianling Jiang , Chun Yang , Wei Wei

This paper explores the learning effect of introducing eye-tracking games in college game design courses and tests the impact of innovative introduction of cutting-edge interactive content on students' learning in higher education in the field of digital media. The results show that a stronger perceived interactivity is linked to stronger user perceived control and more positive flow experience. Furthermore, due to the higher perceived interactivity brought by eye-tracking games than traditional games, the improvement of flow experience after teaching also brings obvious improvement of students' learning interest and continuous learning intention. It is worth noting that this effect seems to have a more robust gain effect in the group of sophomores, while the effect shows a transient characteristic in the group of juniors. The difference may be related to students' learning ability. At the same time, three main factors for the positive influence of eye-tracking games on teaching were extracted, including 'Technology Sensitive', 'Operational' and 'adventures by Difference'. Three main factors for the negative effects were also found, including 'Unattractive Game Types', 'Self-caused Resistance' and 'Game Maturity Deficiency'. The results of the study explored how to amplify the help of eye-tracking games in the teaching process and reduce the possible drawbacks from the extracted multiple constructs. Therefore, as an innovative teaching case with strong interaction, the adoption of eye-tracking game learning is indeed helpful to the course of digital media major.



中文翻译:

眼球追踪游戏作为训练案例对游戏设计课程中学生学习兴趣和持续学习意愿的影响——以Flappy Bird为例

本文探讨了在大学游戏设计课程中引入眼动追踪游戏的学习效果,并测试了创新引入前沿互动内容对数字媒体领域高等教育学生学习的影响。结果表明,更强的感知交互性与更强的用户感知控制和更积极的心流体验有关。此外,由于眼动追踪游戏比传统游戏带来更高的感知交互性,教学后心流体验的提升也带来学生学习兴趣和持续学习意愿的明显提升。值得注意的是,这种效应在大二组中似乎具有更强烈的增益效应,而在大三组中则呈现出瞬态特性。差异可能与学生的学习能力有关。同时,提取了眼动追踪游戏对教学产生积极影响的三个主要因素,包括“技术敏感”、“操作性”和“差异化冒险”。还发现了负面影响的三个主要因素,包括“缺乏吸引力的游戏类型”、“自发抵抗”和“游戏成熟度不足”。研究结果探讨了如何在教学过程中扩大眼动追踪游戏的帮助,并减少提取的多个结构可能带来的弊端。因此,作为互动性强的创新教学案例,采用眼动追踪游戏学习确实对数字媒体专业的课程有所帮助。同时,提取了眼动追踪游戏对教学产生积极影响的三个主要因素,包括“技术敏感”、“操作性”和“差异化冒险”。还发现了负面影响的三个主要因素,包括“缺乏吸引力的游戏类型”、“自发抵抗”和“游戏成熟度不足”。研究结果探讨了如何在教学过程中扩大眼动追踪游戏的帮助,并减少提取的多个结构可能带来的弊端。因此,作为互动性强的创新教学案例,采用眼动追踪游戏学习确实对数字媒体专业的课程有所帮助。同时,提取了眼动追踪游戏对教学产生积极影响的三个主要因素,包括“技术敏感”、“操作性”和“差异化冒险”。还发现了负面影响的三个主要因素,包括“缺乏吸引力的游戏类型”、“自发抵抗”和“游戏成熟度不足”。研究结果探讨了如何在教学过程中扩大眼动追踪游戏的帮助,并减少提取的多个结构可能带来的弊端。因此,作为互动性强的创新教学案例,采用眼动追踪游戏学习确实对数字媒体专业的课程有所帮助。包括“技术敏感”、“运营”和“差异冒险”。还发现了负面影响的三个主要因素,包括“缺乏吸引力的游戏类型”、“自发抵抗”和“游戏成熟度不足”。研究结果探讨了如何在教学过程中扩大眼动追踪游戏的帮助,并减少提取的多个结构可能带来的弊端。因此,作为互动性强的创新教学案例,采用眼动追踪游戏学习确实对数字媒体专业的课程有所帮助。包括“技术敏感”、“运营”和“差异冒险”。还发现了负面影响的三个主要因素,包括“缺乏吸引力的游戏类型”、“自发抵抗”和“游戏成熟度不足”。研究结果探讨了如何在教学过程中扩大眼动追踪游戏的帮助,并减少提取的多个结构可能带来的弊端。因此,作为互动性强的创新教学案例,采用眼动追踪游戏学习确实对数字媒体专业的课程有所帮助。和“游戏成熟度不足”。研究结果探讨了如何在教学过程中扩大眼动追踪游戏的帮助,并减少提取的多个结构可能带来的弊端。因此,作为互动性强的创新教学案例,采用眼动追踪游戏学习确实对数字媒体专业的课程有所帮助。和“游戏成熟度不足”。研究结果探讨了如何在教学过程中扩大眼动追踪游戏的帮助,并减少提取的多个结构可能带来的弊端。因此,作为互动性强的创新教学案例,采用眼动追踪游戏学习确实对数字媒体专业的课程有所帮助。

更新日期:2022-04-13
down
wechat
bug