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An investigation into the effects of gamification on students’ situational interest in a learning environment

机译:游戏化对学习环境中学生情境兴趣的影响的调查

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As today’s students are born into digital technologies, educators must adapt to the growing changes in the edutechnological landscape. For the educators to thrive in their pedagogical endeavours, they need to be able to adopt these technological advancements into their teaching styles and approaches so to better meet the needs of their students. In support of this, gamification is becoming a popular topic in education today. Conceptually, gamification refers to the use of game mechanics in nongame contexts. Many researchers have found that the adoption and use of gamification tools such as Kahoot! has a positive impact on certain psychological aspects of the students’ learning process. These include increased levels of interest in and engagement with content, both of which are key in the overall motivation of students as a psychological construct. The purpose of this paper is to report on the findings from a study that sought to uncover the effects of employing a gamification platform in the teaching and learning processes at a university in Johannesburg, South Africa. Specifically, the study employed a quantitative approach to investigate the effect of gamification on the students’ situational interest. The analysis of data revealed that the concept of gamification has the potential of triggering and maintaining students’ situational interest, which serves as a foundation towards an engaged and motivated student.
机译:随着当今学生出生于数字技术,教育工作者必须适应教育技术领域不断变化的变化。为了使教育工作者在教学方法上事业蒸蒸日上,他们需要能够将这些技术进步纳入其教学风格和方法中,以便更好地满足学生的需求。为此,游戏化已成为当今教育中的热门话题。从概念上讲,游戏化是指在非游戏环境中使用游戏机制。许多研究人员发现,游戏化工具(例如Kahoot!)的采用和使用。对学生学习过程中的某些心理方面有积极影响。这些包括对内容的兴趣和参与度的提高,这两者都是学生作为一种心理建构的整体动机的关键。本文的目的是报告一项研究的发现,该研究旨在揭示在南非约翰内斯堡的一所大学的教学过程中采用游戏化平台的影响。具体来说,该研究采用定量方法来研究游戏化对学生情境兴趣的影响。数据分析表明,游戏化的概念具有激发和维持学生的情境兴趣的潜力,这是建立敬业和积极进取的学生的基础。

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