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The impact of a forfeit-or-prize gamified teaching on e-learners' learning performance

机译:没收或奖金游戏化教学对电子学习者学习成绩的影响

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摘要

The present study aims to explore the impact of three reward strategies on adult e-learners' learning performance in a gamified teaching process. One hundred and eighty participants who were recruited for the experiment were evenly assigned to three groups, with Group A adopting the forfeit-or-prize reward strategy, Group B employing the prize-only reward strategy, and Group C applying the no-prize-no-forfeit strategy. A pretest, an immediate posttest, a delayed posttest and two questionnaires were adopted as instruments for the study. The results showed that the forfeit-or-prize pattern and the prize-only pattern could exert a significantly better impact on the e-learners' learning than the no-prize-no-forfeit pattern. Additionally, the forfeit-or prize pattern elicited better knowledge retention than the prize-only pattern. The two questionnaires revealed that the forfeit-or-prize pattern and the prize-only pattern could stimulate students' motivation in learning, although a high-level anxiety was perceived by the subjects assigned to the forfeit-or-prize pattern. Possible explanations and implications are discussed.
机译:本研究旨在探讨三种奖励策略在游戏化教学过程中对成人电子学习者学习成绩的影响。为该实验招募的一百八十名参与者被平均分配到三个组中,其中A组采用没收或奖赏奖励策略,B组采用仅奖赏奖励策略,C组采用无奖奖励策略。永不放弃的策略。前测,即时后测,延迟后测和两份问卷被用作研究的工具。结果表明,无奖无奖模式和仅奖赏模式比无奖无罚模式对电子学习者的学习有明显更好的影响。另外,与仅奖励模式相比,没收或奖励模式引起了更好的知识保留。两项问卷调查显示,尽管分配给“丧失奖状”或“奖状”模式的被试者都感受到了高度的焦虑,但“没收或奖状”模式和“仅奖赏”模式可以激发学生的学习动机。讨论了可能的解释和含义。

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