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首页> 外文期刊>Journal of Theoretical and Applied Information Technology >EFFECT OF GAMIFICATION ON E-LEARNING TO SUPPORT LEARNING ACHIEVEMENT AND LEARNING MOTIVATION
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EFFECT OF GAMIFICATION ON E-LEARNING TO SUPPORT LEARNING ACHIEVEMENT AND LEARNING MOTIVATION

机译:社交化对电子学习的支持和促进学习成就和学习动机

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摘要

Gamification is a use of game elements in contexts other than games to motivate and enhance user activity. With the recent rapid use of gamification for e-learning, an interesting open question for educators is, can it motivate and improve the achievement of students? The purpose of this study is to measure the effect of gamification on e-learning to support learning achievement and learning motivation. This is done by comparing the traditional learning method (class) and the method of e-learning gamification. The researcher will develop a prototype of e-learning gamification to support his research. There are several game mechanics conducted by researchers into e-learning such as, points, levels, challenges, and leaderboards. The data of this research were taken from the questionnaires distribution and the result of study report of 24 students in one of junior high school. Questionnaires were made into two kinds, pre-questionnaire and post-questionnaire respectively for traditional method and e-learning gamification. While the learning reports are obtained from student?s semester report and report during the use of e-learning gamification. The data is processed with the help of software SmartPLS v.3.2.6 and Microsoft Excel 2016 and analyzed using paired t-test. The results obtained are e-learning gamification does not give a positive effect or improvement on student motivation in terms of behavioral, emotional and cognitive. Futhermore, e-learning gamification also does not give a positive effect on improving student's learning achievement. The role of teacher and one time use of e-learning gamification are the causes that e-learning gamification does not give a positive impact. The challenge for further research is, how we substitute the teacher role.
机译:游戏化是在游戏以外的环境中使用游戏元素来激发和增强用户活动。随着近来游戏化在电子学习中的迅速使用,教育工作者有一个有趣的开放性问题,它可以激发并提高学生的学习成绩吗?这项研究的目的是衡量游戏化对电子学习的影响,以支持学习成绩和学习动机。这是通过比较传统的学习方法(类)和电子学习游戏化方法来完成的。研究人员将开发电子学习游戏化的原型,以支持他的研究。研究人员对电子学习进行了多种游戏机制,例如积分,等级,挑战和排行榜。这项研究的数据来自问卷分配和初中一所24名学生的学习报告结果。对于传统方法和电子学习游戏化,问卷被分为问卷前和问卷后两种。学习报告是从学生的学期报告和使用电子学习游戏化过程中获得的报告获得的。数据将通过SmartPLS v.3.2.6软件和Microsoft Excel 2016进行处理,并使用配对t检验进行分析。所获得的结果是,电子学习游戏化在行为,情感和认知方面均未对学生的动机产生积极的影响或改善。此外,电子学习游戏化对提高学生的学习成绩也没有起到积极作用。老师的角色和一次使用电子学习游戏化是电子学习游戏化没有产生积极影响的原因。进一步研究的挑战是,我们如何替代老师的角色。

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