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首页> 外文期刊>Journal of neurosurgical sciences >Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments
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Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments

机译:调查合作学习环境中群体凝聚力,态度和学术成果的娱乐

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摘要

Although collaborative-learning as an instructional method has shown promising results since the 1970's, a number of significant problems within collaborative learning environments have been encountered. These problems relate to aspects of group dynamics including group cohesion, participation, communication, collaboration, and trust. Although the literature suggests various instructional techniques to increase group cohesion and learners' attitudes towards group learning environments, new methods and techniques should be explored in order to address and eliminate these problems. Gamification, which is the use of game elements and techniques in non-gaming environments, can be leveraged as a new method in order to increase group cohesion and group performance within collaborative learning environments. The aim of the current study is to investigate the effect of gamification (both online and face-to-face) on the attitudes of students towards group learning environments, their course, group cohesion, and their academic achievement. The study aims to promote learners' collaboration in groups utilizing gamification elements. In this quasi-experimental design study, gamified (44 students) and traditional (48 students) groups were compared. Although no significant difference was established between the gamified and traditional groups in terms of students' attitudes towards group learning environments and the course, the gamified group outperformed the traditional group in terms of group cohesion scores and team member evaluation scores.
机译:虽然协同学习作为教学方法已经显示了自1970年代以来的有希望的结果,但遇到了协作学习环境中的许多重大问题。这些问题与组动态的各个方面有关,包括组凝聚,参与,通信,协作和信任。尽管文献表明,各种教学技术增加了增加了组凝聚力和学习者对集团学习环境的态度,但应探索新的方法和技术,以解决和消除这些问题。可以利用作为非游戏环境中的游戏元素和技术在使用游戏元素和技术的游戏,以增加协作学习环境中的组凝聚和组性能。目前的研究的目的是调查游戏化(在线和面对面)对学生对集团学习环境,课程,群体凝聚力以及学业成就的态度的影响。该研究旨在利用赌博元素促进学习者在群体中的合作。在这种准实验设计研究中,比较了游戏(44名学生)和传统(48名学生)组。虽然在学生对集团学习环境和课程的态度方面,在学生对集团学习环境和课程方面没有建立了显着差异,但是在团体凝聚率和团队成员评估分数方面表现出传统群体。

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