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论文编号: | 10829 | |
作者编号: | 1120140832 | |
上传时间: | 2018/12/17 13:32:15 | |
中文题目: | 面向Z一代用户的游戏化信息检索系统界面设计与评价研究 | |
英文题目: | Developing and Evaluating an Interface of Gamified Information Retrieval System for Generation Z | |
指导老师: | 李月琳 | |
中文关键字: | 游戏化;信息检索;游戏元素;行为意愿;系统评价 | |
英文关键字: | Gamification; Information Retrieval; Game Elements;Behavioural Intention; System Evaluation | |
中文摘要: | 针对上世纪90年代中后期出生、成长的信息检索系统用户,即Z一代用户对游戏化信息检索系统(Gamified Information Retrieval Systems,GIRS)中游戏元素的偏好、需求、态度、体验和使用意愿开展研究,探讨嵌入游戏元素的信息检索系统能否在一定程度上激发用户积极、有效、持续地使用信息检索系统以获取有用信息。为此,本研究构建了GIRS理论模型,采用原型法设计游戏化信息检索原型系统界面,通过实验法收集数据,研究揭示了Z一代用户对GIRS的需求、态度和体验,并揭示了影响用户使用GIRS的影响因素。 主要的研究工作包括:第一,针对Z一代用户群体的特征和潜在需求,在游戏化与信息检索相关理论的基础上,提出了GIRS理论模型,阐明模型构建的过程;第二,在文献综述的基础上,筛选出19种适合信息检索系统的游戏元素,对游戏元素进行合理的组合,设计了5类简单游戏模块和7类复合游戏模块,并将其嵌入信息检索过程中,实现游戏化与信息检索的结合;第三,采用纸面原型法设计了游戏化信息检索纸面原型系统,通过实验法收集数据,研究用户对游戏元素的偏好、用户对GIRS的态度和需求,构建了GIRS使用意愿初始模型;第四,基于用户对游戏元素的偏好,采用前端开发语言设计了高保真原型系统,通过用户实验,研究用户对GIRS的体验、评价,采用因子分析、回归分析法构建了GIRS使用意愿模型;第五,采用卡方检验等数据分析方法分析了性别、年级、年龄等人口统计学因素以及用户对游戏的态度对用户选择游戏元素及系统评估的影响。 本研究得出以下研究结论: 一、Z一代用户群体具有丰富的游戏经历,赞同“在游戏中学习枯燥的知识”的观点,基于游戏的学习是Z一代用户的学习方式之一。 二、用户对GIRS游戏元素的偏好。用户最感兴趣的游戏元素依次是:好友、商店、积分/成就、排行榜/奖章、内容解锁;用户认为对检索最有帮助的游戏元素依次是:积分、好友、奖章、内容解锁、等级;用户选出吸引其持续使用GIRS的游戏元素为:好友、成就、排行榜、奖章/等级/积分、交易。不同性别、年级的用户在游戏元素的选择方面存在显著差异。 三、用户对GIRS的功能需求体现在文献获取、社交和分享需求、检索过程的趣味性需求;用户对系统界面设计方面的需要包括界面设计的美观、美感、色彩以及界面的个性化的定制方面;用户对系统游戏设计的需求包括增加游戏的类型、丰富游戏的内容,提高游戏的吸引力。 四、影响用户选择系统最感兴趣的游戏元素时的因素是感知趣味性、游戏体验和新颖性;影响用户选择对检索最有帮助的游戏元素的因素是感知实用性和社交与知识分享;影响用户选择吸引其持续使用的游戏元素的因素有成就感、挑战性和感知趣味性。 五、影响用户GIRS使用意愿的因素包括游戏化设计和功能设计因素。前者包含感知趣味性、新颖性、游戏成就感与游戏挑战性四个二级指标;后者包含感知实用性、社交功能、分享功能与帮助支持四个二级指标。其中游戏成就感与感知实用性可以预测用户对GIRS的使用意愿。 | |
英文摘要: | Aiming at the users of Generation Z who were born in the 1990’s, this study focuses on how the Generation Z's current situation is about the preference, attitudes, and behavioral intentions of the game elements in Gamified Information Retrieval Systems (GIRS) and whether information retrieval system embedded with the game elements can stimulate Generation Z to use the system actively, effectively and continuously in order to acquire useful information. For these purposes, Gamified Information Retrieval Prototype System based on Prototyping are designed and data are collected by the experimental study. The results reveal the Generation Z's needs, attitudes, experience, evaluations, and influencial factors of GIRS. This dissertation focuses on the following aspects: Firstly, based on the characteristics and potential needs of Generation Z, the theoretical model of GIRS was constructed. Secondly, on the basis of the literature review, 19 game elements which suitable for the information retrieval system were screened out, and 5 simple game modules and 7 composite game modules were designed according to the reasonable combinations of game elements. These elements were embedded into the information retrieval process to realize the combination of gamification and information retrieval. Thirdly, the paper prototyping method was used to design the gamification information retrieval paper prototype system, and the experimental study was adopted to study the user's preference for game elements, and an interview was applied to investigate the influencial factors. Fourthly,based on the user's preference for the game elements, high-fidelity prototype system was designed with front-end development languages. Through the factor analysis and regression analysis, this study identifies the critical impact factors, construct behavioral intention model and evaluated the gamification information retrieval system.Fifth, in data analysis, Chi-square tests and t-tests(independent sample) were applied to examine significant differences in gender, grade, and age. Several conclusions have been drawn from this study. Generation Z has shown a highly degree of individual innovation, rich game experience, and they have the idea of “learning boring knowledge in the game”, so that Game-based learning is one of the learning methods of Generation Z. Friends, stores, points/achievements, leaderboards/ medals, and content unlocking are most interesting Game elements for Generation Z when they use the gamification information retrieval system. And the most helpful Game elements are: points, friends, medals, content unlocking, and rating. Game elements which attract them to use GIRS are achievements, leaderboards, medals/levels/points, transactions. There are some differences in the choice of game elements among grade and gender. The user's demands for gamification information retrieval system is reflected in documents acquisition, social and sharing needs, and interesting requirements in retrieval process; the user's needs for interface includes the aesthetics, color and interface customization; the user's demands for game design includes the type of game, game content and game experiences. Two critical factors that affect users' use of gamified information retrieval systems have been identified from the studies. One is the gamification design which include four sub-dimensions:perceived fun, novelty, and game challenge. The other is functional design, including perceived practicality, social function, sharing function and helps support. Two main influential factors that affect Generation Z s’ willingness to use GIRS have been revealed. One is gamification design, which includes perceived playfulness, novelty, achievements and challenges. And the other is functional factors, including perceived practicality, social function, sharing functions and help support. Achievements and perceived practicality can predict the user's willingness to GIRS. | |
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