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Gamifying an ICT course: Influences on engagement and academic performance

机译:游戏化ICT课程:对参与度和学习成绩的影响

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Hypothesizing that gamification may have a positive effect on engagement; this study hopes to contribute to the implementation of gamification by presenting evidence from a real classroom. This study intended to reveal the effect of gamified instructional process to student engagement and the relationship between engagement and academic performances in a real classroom. The study includes reflections from the design of a one-term ICT course in which the participants were pre-service primary school teachers enrolled at a school of education. An engagement scale, activity evaluation rubrics, a gamification evaluation form were used to collect data. Clinical interviews were used to address the relationships among gamification, engagement and achievement. The results revealed that using the combination of elements provided quite a positive motivational impact on engagement. Also the use of gamification elements indirectly affected the academic achievement due to their positive effects on engagement in the classroom. Suggestions for using gamification elements in a real classroom environment were also included. (C) 2016 Elsevier Ltd. All rights reserved.
机译:假使游戏化可能对参与产生积极影响;这项研究希望通过提供来自真实教室的证据来为游戏化的实施做出贡献。这项研究旨在揭示游戏化教学过程对学生参与度的影响,以及在真实教室中参与度与学习成绩之间的关系。该研究包括一学期信息通信技术课程的设计反思,其中参与者是在教育学校就读的职前小学教师。参与量表,活动评估规则,游戏化评估表用于收集数据。临床访谈被用来解决游戏化,参与和成就之间的关系。结果表明,使用元素组合可以对参与产生积极的动机影响。此外,由于游戏化元素对课堂参与的积极影响,游戏化元素的使用也间接影响了学习成绩。还包括在真实的课堂环境中使用游戏化元素的建议。 (C)2016 Elsevier Ltd.保留所有权利。

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