首页> 外文期刊>Journal of Theoretical and Applied Information Technology >AN EXPERIMENTAL STUDY: PERSONALIZED GAMIFED LEARNING BASED ON LEARNING STYLE
【24h】

AN EXPERIMENTAL STUDY: PERSONALIZED GAMIFED LEARNING BASED ON LEARNING STYLE

机译:一种实验研究:基于学习风格的个性化曲目学习

获取原文
获取外文期刊封面目录资料

摘要

Numerous game related elements such as points, badges, leaderboard, and ranking are utilized in educational context when motivation and engagement need to be boosted. Undoubtedly, influencing students? engagement has been reported as one of the gamification?s pros. However, study the effects of certain game elements on dissimilar types of students is recommended by several researchers. Accordingly, a learning style is a vital factor in human learning process which is considered as an important personalization parameter in several eLearning tools. This research has used Felder-Silverman Learning Style Model (FSLSM) as personalization parameter along with 10 game elements to propose a personalized gamified learning model. A Design Science Research Approach (DSRA) has been undertaken to examine the proposed model in improving the students? scores in Data Flow Diagram (DFD) lesson during class learning process. For validating the proposed model, 50 Multiple Choice Questions for DFD web-based gamified application has been developed. An experimental study using the application has been conducted with 71 undergraduate students from School of Computing, Faculty of Engineering, Universiti Teknologi Malaysia (UTM). Participants were divided into two groups: experimental and control. Additionally, the gamification application has two different modes: personalized mode (for experimental group) and non-personalized mode (for control group). Data was collected from the application database and perceived usefulness questionnaire. An independent t-test has been used to compare means of scores between the groups. Result shows that personalized gamified learning is an effective method in learning process, as well as in boosting student perceived usefulness of the application.
机译:当需要提升动力和参与时,在教育背景下使用诸如积分,徽章,排行榜和排名等众多游戏相关元素。毫无疑问,影响学生?曾被报告作为游戏理由之一。然而,研究几位研究人员建议研究某些游戏元素对不同类型学生的影响。因此,学习风格是人类学习过程中的重要因素,被认为是几种电子学习工具中的重要个性化参数。该研究使用Felder-Silverman学习风格模型(FSLSM)作为个性化参数以及10个游戏元素,提出个性化的游戏学习模型。设计了一种设计科学研究方法(DSRA),以检查提出的改进学生拟议模型吗?在类学习过程中的数据流程图(DFD)课程中分数。为了验证所提出的模型,已经开发了50个用于DFD基于Web的游戏应用程序的多项选择题。使用该申请的实验研究已经进行了71名本科生,来自工程学院,Teknologi马来西亚(UTM)(UTM)。参与者分为两组:实验和控制。此外,游戏处理应用程序有两种不同的模式:个性化模式(对于实验组)和非个性化模式(对照组)。从申请数据库中收集数据并感知有用性问卷。已使用独立的T检验来比较组之间的分数手段。结果表明,个性化的游戏学习是学习过程中有效的方法,以及提升学生感知应用程序的有用性。

著录项

获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号