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An Open-Source Platform for Using Gamification and Social Learning Methodologies in Engineering Education: Design and Experience

机译:在工程教育中使用游戏化和社会学习方法的开源平台:设计和经验

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It is commonly accepted that contemporary cohorts of students witness and experience the benefits of information technologies in their learning processes. The so-called "digital natives" acquire, as a consequence of their early exposure to these technologies, different patterns of work, distinct attention conducts, new learning preferences and, generally, better skills for learning and working within rich online social contexts. So, it seems reasonable that the traditional education systems evolve and shape their practice to leverage those new patterns. Despite the fact that online social networks (osns) are widely recognized as a powerful vector for adding a new social dimension to the learning management systems (lmss), osns do not fully integrate the specific features of the learning process yet and traditional lmss do not exploit the advantages of an active social environment for reinforcing the learning experience. In this paper, we report the design, implementation, and use of a software platform (SocialWire) that leverages on the basic capabilities of an osn and extends the functionality toward its use in very general learning environments. We argue that this approach, together with gamification elements, is helpful in increasing the students' motivation, besides improving the learning experience and performance. This software system has been in use for 3 years in different subject areas in our university. Our outcomes and the feedback provided both by teachers and students support the introduction of social features, gamification elements, and informal processes into the traditional teaching practices. (C) 2016 Wiley Periodicals, Inc.
机译:当代的学生群体在学习过程中见证并体验信息技术的好处是公认的。由于他们早期接触这些技术,因此所谓的“数字原住民”获得了不同的工作模式,独特的注意力举止,新的学习偏好以及通常更好的在丰富的在线社交环境中学习和工作的技能。因此,传统的教育体系发展并塑造其实践以利用这些新模式似乎是合理的。尽管在线社交网络(osns)被广泛认为是为学习管理系统(lmss)添加新的社交维度的强大载体,但osns尚未完全整合学习过程的特定功能,而传统lmss却没有利用活跃的社交环境的优势来增强学习体验。在本文中,我们报告了一个软件平台(SocialWire)的设计,实现和使用,该平台利用osn的基本功能并将功能扩展到在非常普通的学习环境中使用。我们认为,这种方法与游戏化元素一起,除了改善学习体验和表现之外,还有助于增加学生的学习动机。该软件系统已在我们大学的不同学科领域中使用了3年。我们的成果和师生提供的反馈意见都支持将社会功能,游戏化元素和非正式过程引入传统的教学实践中。 (C)2016威利期刊公司

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