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An Empirical Study on the Implementation and Evaluation of Gamifying Learning Motivated Achievement Model

机译:娱乐学习促进成就模型的实施与评价的实证研究

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Researchers of game-based learning have often suggested that learner's motivation beliefs about learning achievement would likely affect their use of game-based learning strategies and ultimate success in learning. However, research which has empirically documented the link between gamification, motivation, and cognitive load is scant. Therefore, the aim of this article attempts to explore how gamification, motivation, cognitive load will affect learning achievement, and their use of Gamification Software Engineering Education Learning System (GSEELS) are related. This research involved empirical study, comprised of four sets of questionnaires concerning gamification, motivation; cognitive load and learning achievement. Tow intact class of 107 college students participated in the study. The structural equation modeling (SEM) analysis was conducted through descriptive statistics, measurement model evaluation and structured model evaluation in order to indicate the direction and relationship between the four sets of variables. The research result shows that 5 out of 6 hypotheses are supported and merely 1 hypothesis is false. Well-design GSEELS will affect student learning motivation and achievement. To conclude, this study may be important in explaining the relationship between gamification, motivation, cognitive load, as well as in suggestions for teaching and learning four aspects with a better understanding of how teacher' beliefs about SE education related to their strategy use.
机译:基于比赛的学习研究人员经常表明,学习者对学习成果的动力信念可能会影响他们对基于游戏的学习策略和最终成功的学习。但是,经验证明了游戏,动机和认知负荷之间的联系的研究是狭窄的。因此,本文的目的试图探讨游戏化,动机,认知负荷将如何影响学习成果,以及他们对游戏化软件工程教育学习系统(GSECE)的使用是相关的。这项研究涉及实证研究,由四套调查问卷组成,有关赌博,动机;认知负荷和学习成就。 107名大学生的Intact类参加了这项研究。通过描述性统计,测量模型评估和结构化模型评估进行结构方程建模(SEM)分析,以指示四组变量之间的方向和关系。研究结果表明,支持6个假设中的5个,仅1个假设是假的。精心设计的鹰会影响学生的学习动机和成就。为了得出结论,该研究对于解释游戏化,动机,认知负荷的关系,以及在教学和学习的建议方面的关系,可以更好地了解教师对其战略使用相关的教育的关系。

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