Engagement in in-game questionnaires - Perspectives from users and experts

Publikation: Beitrag in Buch/Bericht/KonferenzbandBeitrag in einem KonferenzbandBegutachtung

Abstract

Questionnaires are important instruments to gather information from people in a wide range of application scenarios, such as analyzing the responses for evaluations, collecting preferences, or retrieving self-estimations in learning settings. However, based on the setting and design of a questionnaire participating can be boring or frustrating and consequently have a negative impact on results or disengage users. Literature reports negative findings in immersive simulations and learning games, where assessment and questionnaires are provided outside the learning experience. In this paper, we introduce an approach to integrate questionnaires into a game environment. Thereby, we want to provide learners with an engaging way to answer questions. To encourage them in participating, they receive rewards for completing questions. We performed two evaluations, an A/B study with 22 participants and an evaluation with 14 experts in subject-related fields. We could show that learners are more engaged in the in-game questionnaire and integrated questions make them more likely to respond. We could also identify strategies to obtain more reliable responses such as asking questions right after a task or including gamification elements. Findings can contribute to design more engaging applications or learning environments where evaluation and feedback have significance for both educators and learners.
Originalspracheenglisch
TitelProceedings of 2021 7th International Conference of the Immersive Learning Research Network, iLRN 2021
Seitenumfang7
DOIs
PublikationsstatusVeröffentlicht - 17 Mai 2021
Veranstaltung7th International Conference of the Immersive Learning Research Network: iLRN 2021 - Virtual, USA / Vereinigte Staaten
Dauer: 17 Mai 202110 Juni 2021

Konferenz

Konferenz7th International Conference of the Immersive Learning Research Network
Kurztitel iLRN 2021
Land/GebietUSA / Vereinigte Staaten
OrtVirtual
Zeitraum17/05/2110/06/21

ASJC Scopus subject areas

  • Ausbildung bzw. Denomination
  • Geisteswissenschaftliche Fächer (sonstige)
  • Human-computer interaction
  • Medientechnik

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