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A Playful Approach to Fostering Motivation in a Distance Education Computer Programming Course: Behaviour Change and Student Perceptions

机译:远程教育计算机编程课程中培养动机的一种有趣方法:行为改变和学生知觉

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The central role of motivation to learn in distance education has been noted, and gamification has been proposed as one approach to promote student motivation. This study explores promoting motivation in a distance education, third-year computer programming course via a gamified approach to improve coursework participation and student experience. Motivation was examined from a Self-Determination Theory (SDT) perspective, as gamified approaches often rely on external motivation and the explicit use of competition to engender internal motivation leading to desired behaviours. The results of using gamification in education are mixed, and its use is controversial. Two cycles of action research on the introduction of eight playful elements are reported on, and data relating to student engagement with the course and a student questionnaire was gathered. There was little evidence that the intervention led to behaviour change or improved scores; however, students responded very positively to the intervention, although some negative themes emerged. The extent to which the playful approach supported the basic psychological needs of SDT is discussed and the intervention’s results critically considered, including whether the effort involved in such an approach was worth it. It was concluded that such playful approaches might have positive motivational effects.
机译:人们已经注意到学习动机在远程教育中的核心作用,而游戏化被认为是促进学生动机的一种方法。这项研究探索了通过游戏化的方法来提高远程教育,计算机三年级课程的动机,以改善课程作业的参与度和学生体验。从自我决定理论(SDT)的角度研究了动机,因为游戏化方法通常依赖于外部动机以及对竞争的明确使用来产生内部动机,从而导致期望的行为。在教育中使用游戏化的结果参差不齐,其使用引起争议。报告了关于引入八个娱乐元素的两个行动研究周期,并收集了与学生参与课程和学生问卷有关的数据。几乎没有证据表明干预会导致行为改变或分数提高。然而,尽管出现了一些负面主题,但学生们对干预措施的反应非常积极。讨论了这种嬉戏方法在多大程度上支持SDT的基本心理需求,并认真考虑了干预措施的结果,包括这种方法所涉及的努力是否值得。结论是,这种有趣的方法可能具有积极的激励作用。

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