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Investigating the Impact of a Meaningful (ramification-Based Intervention on Novice Programmers' Achievement

机译:调查有意义的(基于结果的干预)对新手程序员的成就的影响

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Gamification is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being used as a medium to encourage certain student behaviors in anticipation of positive effects on learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among students. Meaningful gamification, defined as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. This concept is founded on the 'Self-Determination Theory', which states that there are three components associated with intrinsic motivation: mastery, autonomy, and relatedness. This study describes the analysis of data collected from an experiment where students of an introductory programming class used a system embedded with elements that map to the components of the Self-Determination Theory: feedback cycles, freedom to fail, and progress to support mastery; control to enable autonomy; and collaboration for relatedness. It looks into whether the experimental group performed significantly better than the control group. It also tries to explore how different user types respond to the different game design elements.
机译:游戏化正在成为计算机科学教学中使用的一种流行的课堂干预手段,包括CS1,这是计算机科学课程的第一门课程。它被用作鼓励某些学生行为的媒介,以期对学习经验和成就产生积极影响。但是,现有的研究大多采用了基于奖励的游戏元素,这导致了学生之间行为的对比。有意义的游戏化被定义为一种更有效的方法,游戏化设计是指通过使用游戏设计元素来鼓励用户建立以某种方式表现的内部动力。这个概念建立在“自决理论”的基础上,“自决理论”指出与内在动机相关的三个要素:精通,自主和亲和力。这项研究描述了对从实验收集的数据的分析,在实验中,入门编程班的学生使用的系统嵌入了一些元素,这些元素映射到自决理论的组成部分:反馈周期,失败的自由和支持精通的进步;控制以实现自治;和协作以实现相关性。研究实验组的表现是否明显好于对照组。它还尝试探索不同的用户类型如何响应不同的游戏设计元素。

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