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Enhancing student learning experience with technology-mediated gamification: An empirical study

机译:通过技术中介的游戏化增强学生的学习体验:一项实证研究

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We evaluated the use of gamification to facilitate a student-centered learning environment within an undergraduate Year 2 Personal and Professional Development (PPD) course, In addition to face-to-face classroom practices, an information technology-based gamified system with a range of online learning activities was presented to students as support material. The implementation of the gamified course lasted two academic terms. The subsequent evaluation from a cohort of 136 students indicated that student performance was significantly higher among those who participated in the gamified system than in those who engaged with the nongamified, traditional delivery, while behavioral engagement in online learning activities was positively related to course performance, after controlling for gender, attendance, and Year 1 PPD performance. Two interesting phenomena appeared when we examined the influence of student background: female students participated significantly more in online learning activities than male students, and students with jobs engaged significantly more in online learning activities than students without jobs. The gamified course design advocated in this work may have significant implications for educators who wish to develop engaging technology-mediated learning environments that enhance students' learning, or for a broader base of professionals who wish to engage a population of potential users, such as managers engaging employees or marketers engaging customers.
机译:我们评估了游戏化在本科二年级个人和专业发展(PPD)课程中如何促进以学生为中心的学习环境的使用。除了面对面的课堂练习外,基于信息技术的游戏化系统还具有一系列向学生介绍了在线学习活动,作为支持材料。游戏化课程的实施历时两个学期。随后对136名学生进行的评估表明,参加游戏化系统的学生的学习成绩明显高于那些参加非游戏化传统交付的学生的学习成绩,而在线学习活动中的行为参与与课程表现成正比,在控制性别,出勤率和1年级PPD绩效之后。当我们检查学生背景的影响时,出现了两个有趣的现象:女学生比男学生参加在线学习活动的人数明显多,有工作的学生比没有工作的学生参与在线学习活动的人数更多。这项工作中倡导的游戏化课程设计可能对希望开发吸引人的,以技术为中介的学习环境以增强学生学习的教育者,或者对于希望吸引潜在用户群体(例如经理)的更广泛的专业人士产生重大影响。吸引员工或营销人员吸引客户。

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