Learning preferences towards computerized competitive modes

An online domain-independent competitive gaming system, called JOYCE, was devised to engage students in drill-and-practice exercises. In this paper, theories underpinning the system design are explained. As in the system students are allowed to compete with others in a face-to-face situation, and in network situations where an opponent's identify is revealed or concealed, a preliminary study was conducted to examine students' preferences towards different competition modes and satisfaction towards the learning experience. Results supported JOYCE's incorporation into the learning process and the design and development of the system. Based on the obtained data it was suggested that to increase its intrinsic value and to lessen the negative emotional states which is more easily exhibited in a face-to-face competition situation anonymity is a promising feature to be included in a competitive learning system. Furthermore, various competition modes should be built into e-learning environments to satisfy peoples' different learning mode preferences.

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