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Gamification and Education: Achievements, Cognitive Loads, and Views of Students

机译:游戏化与教育:成就,认知负担和学生观点

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In this mixed method research study, the effect of gamification strategies on students’ cognitive load levels and achievements was examined along with student opinions about gamification. The topic of spreadsheets was covered for six weeks in a sixth grade information technologies and software course. The sample consisted of a control group of 48 students who were trained via traditional procedures and an experimental group of 46 students who were trained using gamification strategies. Independent sample t-test, Mann-Whitney U test and descriptive analysis were applied to the data. A significant difference was found between the two groups that indicated higher achievement in the experimental group. When comparing cognitive load levels, the experimental group also scored higher than the control group. Interviews indicated that the students had positive views about gamification strategies.
机译:在这项混合方法研究中,研究了游戏化策略对学生认知负荷水平和成就的影响,以及学生对游戏化的看法。电子表格的主题在六年级的信息技术和软件课程中涵盖了六个星期。样本包括对照组的48名学生,这些学生通过传统程序进行了培训,实验组的46名学生使用了游戏化策略进行了培训。对数据进行独立样本t检验,Mann-Whitney U检验和描述性分析。两组之间发现了显着差异,表明实验组的成绩更高。在比较认知负荷水平时,实验组的得分也高于对照组。访谈表明,学生们对游戏化策略持积极态度。

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