首页> 外文期刊>Computer Science Education >Classroom Live: a software-assisted gamification tool
【24h】

Classroom Live: a software-assisted gamification tool

机译:课堂直播:一种软件辅助的游戏化工具

获取原文
获取原文并翻译 | 示例
           

摘要

Teachers have come to rely on a variety of approaches in order to elicit and sustain student interest in the classroom. One particular approach, known as gamification, seeks to improve student engagement by transforming the traditional classroom experience into a competitive multi-player game. Initial attempts at classroom gamification relied on the teacher manually tracking student progress. At the US Air Force Academy, we wanted to experiment with a software gamification tool. Our client/server suite, dubbed Classroom Live, streamlines the gamification process for the teacher by simplifying common tasks. Simultaneously, the tool provides students with an esthetically pleasing user interface that offers in game rewards in exchange for their participation. Classroom Live is still in development, but our initial experience using the tool has been extremely positive and confirms our belief that students respond positively to gamification, even at the undergraduate level.
机译:为了唤起并维持学生对课堂的兴趣,教师已经开始使用各种方法。一种称为游戏化的特殊方法试图通过将传统的课堂体验转变成具有竞争力的多人游戏来提高学生的参与度。课堂游戏化的最初尝试是依靠老师手动跟踪学生的进度。在美国空军学院,我们想尝试一种软件游戏化工具。我们的客户/服务器套件称为Classroom Live,通过简化常见任务简化了教师的游戏化过程。同时,该工具为学生提供了美观的用户界面,该界面提供游戏奖励以换取他们的参与。 “课堂直播”仍在开发中,但是我们使用该工具的初步经验一直非常积极,并证实了我们的信念,即即使在大学水平上,学生也对游戏化做出积极的反应。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号