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5 The effectiveness of a gamified online beef cattle breeding simulation to increase student engagement motivation and learning gains.

机译:5游戏化的在线肉牛育种模拟的有效性可以提高学生的参与度动力和学习成果。

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摘要

The purpose of this study was to test the effectiveness of the gamified, online, beef cattle breeding simulation, CowGames, on improving student engagement, motivation, and learning gains in an introductory Animal Science course. Students (n=110) were asked to complete an 18-question multiple choice pretest, one scenario of CowGames, reflection questions, an 18-question multiple choice posttest, and a brief survey (IRB# 2009504). Within each scenario students were assigned to one of three feedback models: guidance, suggestive, and diagnostic by the program. In the survey, we asked students about game mechanics, game design, their motivation, and their engagement. Regarding mechanics, 54% responded favorably to the addition of immediate progress feedback. For game design, 60% of students reported positively about usability and direction clarity. Finally, over 50% of students reported increased motivation and engagement when playing CowGames compared to traditional homework assignments. Students scored significantly higher on the posttest than the pretest in all feedback models (Guidance: 10.00 ± 0.51 vs 11.50 ± 0.49, P = 0.0014; Suggestive: 9.26 ± 0.46 vs 10.42 ± 0.43, P = 0.0042; Diagnostic: 10.55 ± 0.52 vs 11.85 ± 0.53, P = 0.0069) indicating increased learning gains after using CowGames. No difference was observed between feedback models. The results of this project support the integration of learning technologies such as gamified simulations into the classroom as tools to increase engagement, motivation, and learning gains.
机译:这项研究的目的是测试在线化的肉牛育种模拟CowGames在动物科学入门课程中提高学生参与度,动机和学习成果的有效性。要求学生(n = 110)完成18个问题的多项选择测验,CowGames的一个场景,反思问题,18个问题的多项选择测验和简短调查(IRB#2009504)。在每种情况下,程序都会为学生分配三种反馈模型之一:指导,暗示和诊断。在调查中,我们向学生询问了游戏机制,游戏设计,动机和参与度。在机械方面,有54%的人对即时进度反馈的添加做出了积极的回应。在游戏设计方面,60%的学生对可用性和方向清晰度表示积极评价。最后,与传统的家庭作业相比,超过50%的学生报告说在玩CowGames时动机和参与度增加。在所有反馈模型中,学生的后测得分均比前测高得多(指导:10.00±0.51 vs 11.50±0.49,P = 0.0014;建议性:9.26±0.46 vs 10.42±0.43,P = 0.0042;诊断性:10.55±0.52 vs 11.85 ±0.53,P = 0.0069)表示使用CowGames后学习收益增加。反馈模型之间未观察到差异。该项目的结果支持将诸如游戏化模拟之类的学习技术集成到教室中,以此作为增加参与度,激励和学习收益的工具。

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