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(574) HOW TO GAMIFY THE CLASS LEVELS, QUESTS AWARDS

机译:(574)如何娱乐课程级别,任务和奖励

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Traditional methods are out of favor for the 21st century's classroom. Students are spending moretime in games than ever, and with the information readily available at their fingertips, their interest andinvolvement in classes are decreasing. As the students change, education needs to evolve as well.Enriching the way of teaching have now become essential. The facts of increased student time spentin games have caused the idea of gaming in education to emerge. Games have already invaded theworld; why can they not invade the classes as well? As stated by Lee, J. J. & Hammer, J. (2011),gamification can help schools do better.The first documented use of the term “gamification” was in 2008 (Deterding, Dixon, Khaled, & Nacke2011). Zicherman and Cunningham (2011) defines gamification as the use of game thinking and gamemechanics in non-game contexts to engage users in solving problems. Gamification can change therules, but it can also affect students' emotional experience. Many researchers comment about theassociation of gaming and problem solving skills such as the powers of deduction, spatial thinking (inaddition to linear thinking), and evidence based decision making (Kapp, 2012). As suggested byLeblanc (2006), gamification can motivate students to participate more deeply and even to changetheir self-concept as learners.The aim of this study is to inquire the research problem ' Does Gamification motivate students better?'and the purpose of the study is to investigate how gamification affects mathematics classes.The study was conducted on 46 seventh grade students during a year grading period at Metu privateschool in Ankara,Turkey. The groups used in the study were two seventh grade classes, each havingan enrollment of 23 students. Both classes were taught mathematics by gamifying at the same rateand by using the same rules and methods.Educational gamification proposes the use of game-like rule systems, player experiences and culturalroles to shape learners' behavior and understandings. To understand the potential of gamificationhowever, we must consider how these techniques can best be deployed in practice.In these gamified classes; students are progressing towards levels of mastery, as one does in games.Some of the points covered in the study are:- Utilizing the idea that students are motivated by points and tangible rewards like badges,students get points for their class participation and overall behavior in class. Thesepoints are then translated to titles as 'director' and badges.- There simply are not enough hours in the day for teachers so learning has to continue after thebell rings. In support of this view, gamifying homework is helpful for encouraging informallearning. In the study, students get points for completing homeworks on time and correctly,which add up to levels. In game terms, by how much they have accomplished their quests. Theaccumulated levels will finally have a direct effect on Oral grades at the end of each semester.- The use of games generally removes the fear in failure and allows students to persevere andeventually overcome the problem. Instantaneous feedback and small rewards (or big ones, likewinning) are external motivators that work. In this study, lots of current-topic-relevant games areintegrated into the curriculum. With these games, classes could also be flipped.- Team work is very important for learning. In this study, a quest and rewards system is inplace where students complete tasks and achieve rewards as a team. That way, studentsare working to master the material together instead of competing.As explained briefly above, gamification creates an alternate well-defined fun path for the student tofollow in the mathematics classes, with things to achieve along the way. Games and gamificationcannot be used to replace pedagogy, but can be used to enhance the overall learning experience.
机译:传统方法对21世纪的教室失控。学生在比赛中花了Moretime而不是以往任何时候,并且在他们的指尖随时可用的信息,他们的兴趣和课程中的兴趣正在下降。随着学生的变化,教育也需要进化。提高教学的方式现在变得必不可少。增加了学生时间的事实,这已经造成了在教育中扮演的博弈的想法。游戏已经入侵了世界;为什么他们也不能侵入课程?如Lee,J. J.&Hammer,J.(2011),赌博可以帮助学校做得更好。第一次记录“游戏化”一词的使用是在2008年(Deterding,Dixon,Khaled和Nacke2011)。 ZIRICHERMAN和CUNNINGHAM(2011)将游戏定义为在非游戏背景下使用游戏思维和Gamemechanics,以吸引用户解决问题。游戏化可以改变主体,但它也可以影响学生的情感体验。许多研究人员对游戏和问题解决技巧的评论,例如扣除扣除的权力,空间思维(入侵线性思维)以及基于证据的决策(Kapp,2012)。正如建议的Byleblanc(2006年),赌博可以激励学生更深入地参与更深的人,即使是学习者的宗旨。这项研究的目的是询问研究问题'赌博会使学生更好地激励学生吗?是调查游戏化如何影响数学课程。在土耳其安卡拉Metu PuralateChool的一年分级期间对46名七年级学生进行了研究。该研究中使用的群体是七年级阶级,每个课程都是23名学生的招生。通过使用相同的规则和方法,通过在同一个赌注中通过赌博来教授数学。教育游戏提出了使用游戏的规则系统,玩家经验和文化制度来塑造学习者的行为和理解。要了解GamificationHow的潜力,我们必须考虑如何在实践中部署这些技术。在这些游戏课程中;学生正在走向掌握水平,就像在游戏中一样。在研究中涉及的积分是: - 利用学生被徽章的积分和有形奖励的主动的想法,学生获得他们的课堂参与和整体行为。在班上。然后将其翻译成作为“导演”和徽章的标题.-在教师的那一天只有足够的时间,所以学习必须在贝尔戒指之后继续。为了支持这种观点,赌博作业有助于鼓励信息。在这项研究中,学生可以准时完成家庭作业的积分,并正确地完成了级别。在游戏条款中,他们完成了他们的任务。 TheAccumulated水平将在每个学期结束时对口腔成绩进行直接影响。 - 使用游戏通常会消除失败的恐惧,并允许学生坚持不懈地克服这个问题。瞬时反馈和小型奖励(或大型,Lishwinning)是工作的外部励志。在这项研究中,许多当前主题相关的游戏积分进入课程。通过这些游戏,也可以翻转课程.-团队工作对于学习非常重要。在这项研究中,追求和奖励系统是归档学生完成任务的地方,并将奖励作为团队实现。这样,学生们一起努力掌握材料而不是竞争。在以上简要解释,游戏化为学生在数学课程中创造了一个替代良好的有趣路径,以沿途才能实现。游戏和GamenificationCannot用于替换教育学,但可用于增强整体学习体验。

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