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首页> 外文期刊>Journal of computer sciences >Research on Efficiency of Applying Gamified Design into University’s e-Courses: 3D Modeling and Programming
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Research on Efficiency of Applying Gamified Design into University’s e-Courses: 3D Modeling and Programming

机译:将游戏化设计应用于大学电子课程的效率研究:3D建模和编程

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摘要

Research presented in this paper represents a further step towards proving the efficiency of gamification in higher education. Our research was conducted within two higher education institutions and includes full-time and part-time students who enrolled in the courses 3D modeling and Programming. Based on the research results, three hypotheses were tested. These hypotheses give a better insight into some psychological phenomes. The first hypotheses tested the level of knowledge in experimental and control groups for all students who achieved a minimum of 50% score in the pre-test. Our results confirmed the existence of statistically significant difference in the benefit of the experimental group. The other two hypotheses are spreading results even more. We analyzed 50% of the highest ranked and also 50% of the lowest ranked students’ score with the use of t-test. Based on our analysis of the average number of points on the post-test for participants with the lowest ranking we found no statistically significant difference. On the other hand, the same analysis for participants with the highest ranking shows, with statistically significant difference, that the experimental group achieved notably better score.
机译:本文提出的研究代表了证明高等教育中游戏化效率的又一步。我们的研究是在两家高等教育机构内部进行的,其中包括注册3D建模和编程课程的全日制和非全日制学生。根据研究结果,检验了三个假设。这些假设可以更好地了解某些心理现象。第一个假设测试了实验组和对照组中所有在预测中获得至少50%分数的学生的知识水平。我们的结果证实了实验组的获益存在统计学上的显着差异。另外两个假设正在进一步传播结果。我们使用t检验分析了排名最高的学生的50%,以及排名最低的学生的50%。根据我们对排名最低的参与者的测验平均分的分析,我们发现没有统计学上的显着差异。另一方面,对排名最高的参与者的相同分析表明,实验组的得分明显更高,具有统计学上的显着差异。

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