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The effects of gamified flipped instruction on learner performance and need satisfaction A study in a low-tech setting

机译:游戏化的翻转教学对学习者表现和需求满意度的影响低技术环境下的一项研究

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Purpose - This study aims to assess students' learning performance and perceived need satisfaction between a gamified flipped classroom (GFQ and flipped classroom (FC) instruction in a low-tech setting. The Spring Learn learning management system was used as a low-tech gamificarion application in gamifying the flipped learning class. Design/methodology/approach - A quantitative research approach was used for collecting the data. Three formative assessments were used to examine students' learning performance during the intervention period, and a post-questionnaire survey was used to support the data collection process with regard to students' perceived needs satisfaction. In total, 56 students were involved in a non-randomised experiment with a control group design. Findings - The results reveal that Assessment 1 showed no significant difference between the two intervention groups (p > 0.05), while Assessments 2 and 3 were significantly different (p < 0.05). The survey results confirm that participants in the GFC have achieved a great level of motivation because their innate psychological needs for competence, autonomy and relatedness are satisfied. Practical implications - The use of game-like features can be a powerful means to produce more engaging and fun activities in the FC context. The study has confirmed that integrating the gamification concept into FC instruction by adding challenges, incentives, points and rewards to quiz questions promoted a more engaging and enjoyable experience for learners. Originality/value - Gamification as a current concept of a twenty-first-century instructional skill has proven to be remarkably influential. This study suggests that the FC and gamification concept might be possibly implemented in a low-tech information environment - without the required advanced technology platform.
机译:目的-这项研究旨在评估学生在低技术环境下的游戏化课堂(GFQ和翻转教室(FC))之间的学习成绩和感知需求满意度,并使用Spring Learn学习管理系统作为低技术游戏化设计/方法/方法-应用定量研究方法收集数据,使用三个形成性评估来评估学生在干预期间的学习表现,并使用问卷调查后调查支持有关学生的感知需求满意度的数据收集过程。共有56名学生参加了具有对照组设计的非随机实验。结果-结果表明,评估1显示两个干预组之间没有显着差异(p> 0.05),而评估2和3有显着差异(p <0.05)。 GFC的参加者获得了很大的动力,因为他们满足了他们对能力,自主性和相关性的内在心理需求。实际意义-使用类似游戏的功能可能是在FC环境中产生更多引人入胜且有趣的活动的有力手段。这项研究已经证实,通过向测验问题添加挑战,激励,要点和奖励,将游戏化概念整合到FC教学中,可以为学习者带来更加引人入胜和愉悦的体验。原创性/价值-游戏化作为二十一世纪教学技能的最新概念已被证明具有很大的影响力。这项研究表明,FC和游戏化的概念可能会在技术含量低的信息环境中实现-无需所需的先进技术平台。

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