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Gamification in Instruction and the Management of Intersubjectivity in Online University Courses

机译:在线大学课程教学中的游戏化与主体间性的管理

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Technology integration with twelve online undergraduate and graduate courses over four semesters provided the occasion for experimenting with effective ways of managing student learning at a distance. Students had online access to the publicly available applications used for communicating and coordinating activities with each other. Gamification principles guided some of the course procedures, such as a point system, feedback, awards and penalties, social networking, team tasks, individual options. A theoretical framework is proposed for understanding how to manage instructional intersubjectivity for students meeting online. Student thinking and motivation is observed to be higher under conditions of intersubjectivity in comparison to doing the same tasks alone. Learning from each other through participation promotes intersubjectivity when the instructional strategy installs technological affordances that keep each student informed of what the others are doing in context, and how they are reacting or responding to each other.
机译:在四个学期内将技术与十二个在线本科和研究生课程相结合,为尝试有效管理远距离学生学习的有效方法提供了机会。学生可以在线访问用于相互交流和协调活动的公共应用程序。游戏化原则指导了一些课程程序,例如积分系统,反馈,奖励和处罚,社交网络,团队任务,个人选择。提出了一个理论框架来理解如何管理在线会议的学生的主体间性。与单独完成相同任务相比,在主体间性条件下,学生的思维和动力更高。当教学策略设置技术支持能力时,通过参与彼此学习可促进主体间的互动,这些技术支持可使每个学生了解彼此在上下文中的所作所为以及他们如何相互反应或作出反应。

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