| Kurzfassung | Bloom's Taxonomy classifies the learning status of a student into one of six successive levels. Its purpose is to help students learn through better formulated learning objectives, using content that increases in difficulty as the student progresses. Gamification describes the application of video game elements in environments that are not video games. Its purpose is to increase students' motivation to learn. These two approaches are combined to enhance E-Learning platforms, optimizing students' learning objectives. A concept for linking the two approaches has already been developed. This concept is now to be implemented and tested for actual effectiveness in terms of increasing motivation and learning support. Problem. E-Learning platforms are often designed to be uninteresting for students. Many students tend not to complete the tasks set on E-Learning platforms because they lack motivation. Students' motivation can be increased through Gamification. However, Gamification must be applied individually, as not every person is motivated by the same incentives. In addition, many students want tasks that are tailored to their level of knowledge in terms of difficulty. You can classify students according to their current level of knowledge using Bloom's Taxonomy. In order to make learning more interesting for students, concepts already developed for Gamification are to be integrated into an E-Learning platform. Objective. The objective is to implement a concept that supports students in their learning and motivates them by means of Gamification elements. According to Bartle, there are four player types - killers, achievers, socializers, and explorers - each responding differently to gamification elements. Therefore, the platform must be dynamic to cater to their diverse needs. Method. After the usage of Bloom's Taxonomy and the implementation of various Gamification elements, their effectiveness will be tested and evaluated by means of a case study. This should determine the extent to which the motivation of the participants is influenced by Gamification. Result. The result of the study was that although general motivation was not significantly increased, personal satisfaction in completing difficult tasks was. Gamification was very well received by the participants. In addition, the short Bartle Test to classify people into their player types proved to be very effective. Conclusion. In summary, it can be said that an effective short test has been developed to determine the player type of individuals. Concepts for various gamification elements were designed and implemented. These were quite popular with the participants in the study, but overall only had a slight positive influence on their motivation.
|