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(105)GAMIFYING THE CLASSROOM: AN EXAMPLE WITH THE TV-GAME “WHO WANTS TO BE A MILLIONAIRE?”

机译:(105)赌博课堂:电视游戏的一个例子“想要成为百万富翁?”

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Face-to-face teaching in higher education needs some evolution in order to accommodate the newgeneration of students, the so-called “digital natives”. The old-fashioned master class way ofinstruction has led to worrying levels of demotivation not only in learners but also in teachers. The useof active learning techniques allow students to participate in their cognitive process enhancing theirengagement and thereby their motivation. The use of gamification in the classroom is one of the activelearning techniques that can contribute in this regard. As an example, an application has beendeveloped inspired in the TV show contest “who wants to be a millionaire?”. When applying this gamein the classroom, the teacher becomes “the presenter” whereas one or several students turn into “thecontestant”. The rest of the people perform as the “audience”. Once the contestant is placed in the“hot seat”, the presenter asks questions related with recent class lesson subjects. The contestant hasseveral lifelines that allow the audience to participate actively in the session. Several incentives andrewards are offered to students as the contestant progresses in the challenge. With this game, anattractive different way of studying stimulation is offered to the students. The enjoyment and theinherent competition among students derived from the game, encourage people to study at homebefore “the contest” and improve their willingness to pay attention to the class explanations. Moreover,teachers would appreciate the increase of implication and participation of the students. Therefore, itcan be asserted that the introduction of this technique could impact positively in students' andteachers' motivation and engagement.
机译:高等教育面对面的教学需要一些进化,以适应学生的新生,所谓的“数字本地人”。老式的硕士课程方式,不仅在学习者中令人担忧的消耗水平,也导致了老师。主动学习技术的使用允许学生参与他们的认知过程,提高他们的成功,从而激励。在课堂上使用游戏化是在这方面可以贡献的主动学习技术之一。作为一个例子,申请已经在电视节目比赛中开始启发,“谁想要成为百万富翁?”。在课堂上申请这个游戏时,老师成为“演示者”,而一个或几个学生变成“泰斯特丹”。其余的人才作为“受众”。一旦参赛者被置于“热门席位”,就会询问与最近课堂课程有关的问题。参赛者哈斯特队的生活,让观众积极参与会议。由于参赛者在挑战中取得了诸如挑战中的进展,因此提供了几种激励措施。通过这个游戏,向学生提供了冒险的学习刺激的不同方式。来自比赛的学生的享受和主体竞争,鼓励人们在宾馆学习“比赛”,提高他们愿意关注课堂解释。此外,教师会感谢学生的含义和参与的增加。因此,ITCAN被认为,这种技术的引入可能会对学生的和冲击者的动机和参与作出积极影响。

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