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Gamified Modules for an Introductory Statistics Course and Their Impact on Attitudes and Learning

机译:统计入门课程的游戏化模块及其对态度和学习的影响

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Background. The theory of gamified learning (Landers, 2014) posits that gamifiedrnapproaches positively impact students’ attitudes, and in turn this change inrnattitudes impacts learning; however, research is needed to examine the rolernof attitude change in gamified approaches (Seaborn & Fels, 2014). A strongrnnegative relationship between students’ attitudes towards statistics and theirrnperformance in statistics has been well documented. The need to help studentsrnhave positive attitudes towards statistics, and therefore be more likely tornachieve in the course, makes using gamified learning, which targets attitudes,rnan ideal domain to test the effects of gamification on attitudes.rnMethods. The aim in this quasi-experimental study was to examine the ability ofrngamified modules in a statistics course to have positive impacts on learningrnand attitudes towards statistics. Students in the experimental group wererncompared to previous cohorts completing the same course, but without therngamified exercises as well as published results from a large cohort of comparablernstudents.rnResults. The attitudes of cognitive competence, affect, value and perceivedrndifficulty were all positively impacted after completing the gamified exercises.rnThe experimental group also had large effects of test performance one semesterrnafter completing the course.rnConclusion. In line with the theory of gamified learning, these findings suggestedrnthat the gamified modules were successful in shifting students’ attitudes in arnpositive direction and subsequently increasing performance. Future studies should introduce randomization between students and examine the specificrnpathways between attitudes and performance.
机译:背景。游戏化学习理论(Landers,2014年)认为,游戏化方法对学生的态度产生积极影响,而这种改变的态度也会影响学习。然而,需要进行研究以检验游戏化方法中角色的态度变化(Seaborn&Fels,2014)。学生对统计学的态度与他们在统计学中的表现之间存在很强的负相关关系。需要帮助学生对统计学抱有积极态度,因此在课程中更容易实现,因此需要使用针对态度的游戏化学习作为理想的领域,以测试游戏化对态度的影响。方法。这项准实验研究的目的是检验统计学课程中组合化模块对学习和对统计的态度产生积极影响的能力。实验组的学生与之前完成同一课程的同类学生进行了比较,但没有进行合并练习,也没有大量同类学生的发表结果。完成游戏化练习后,认知能力,情感,价值和知觉困难的态度均受到积极影响。实验组在完成课程一学期后,对测试成绩的影响也很大。根据游戏化学习的理论,这些发现表明游戏化模块成功地将学生的态度转向了积极的态度,从而提高了学习成绩。未来的研究应在学生之间引入随机性,并检查态度与表现之间的具体路径。

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