2017 Fiscal Year Final Research Report
Gamified Research Activities for promoting improvement of motivation
Project/Area Number |
15K01066
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Research Category |
Grant-in-Aid for Scientific Research (C)
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Allocation Type | Multi-year Fund |
Section | 一般 |
Research Field |
Educational technology
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Research Institution | Nagoya University |
Principal Investigator |
Ohira Shigeki 名古屋大学, 情報基盤センター, 助教 (60339695)
|
Co-Investigator(Renkei-kenkyūsha) |
NAGAO KATASHI 名古屋大学, 情報学研究科, 教授 (70343209)
|
Project Period (FY) |
2015-04-01 – 2018-03-31
|
Keywords | ゲーミフィケーション / 研究活動 / モチベーション / 可視化 |
Outline of Final Research Achievements |
Various research activities are carried out every day in research laboratories, but all of these activities involve steady, methodical work that does not produce immediate, visible results. For this reason, a mechanism to maintain motivation when research is not going well or to help students get on track with research when they have just been assigned to a laboratory could be useful. Students that have just begun their research may not yet understand how to proceed. In this research, we developed a research activity concierge (RAC) system, which is a platform to encompass general research activities, and applied gamification to this system to keep motivation high. As a result of analyzing activity logs, we found that students' research activities were more active. Moreover, as a result of the questionnaire, we also found that the motivation of B4 students was improved. These results were especially apparent in inexperienced students recently assigned to the laboratory.
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Free Research Field |
メディア情報学
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