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Gamification: using elements of video games to improve engagement in an undergraduate physics class

机译:游戏化:利用视频游戏的元素来提高对本科物理课的参与度

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Gamification has been extensively implemented and studied in corporate settings and has proven to be more effective than traditional employeetraining programs, however, few classroom studies of gamification have been reported in the literature. Our study explored the potential of gamified on-line undergraduate physics content as a mechanism to enhance student learning and motivation. Specifically, the main objective of this work was to determine whether extrinsic motivation indicators commonly used in video games could increase student engagement with course content outside of the classroom. Life Science students taking an introductory physics course were provided access to gamified multiple choice quizzes as part of their course assessment. The quizzes incorporated common gaming elements such as points, streaks, leaderboards and achievements, as well as some gamified graphical enhancements and feedback. Student attitudes and performance among those using the gamified quizzes were examined and compared to non-gamified control groups within the same course. Student engagement was quantified through examining student participation above and beyond the minimum course requirements. The results showed that gaming techniques are significantly correlated with increased engagement with course material outside of the classroom. These results may assist instructors in engaging and motivating students outside the classroom through carefully designed online and distance-delivered undergraduate physics content. Furthermore, the gaming elements incorporated in this study were not specifically tied to the physics content and can be easily translated to any educational setting.
机译:游戏化已在公司环境中广泛实施和研究,并被证明比传统的员工培训计划更为有效,但是,文献中很少有关于游戏化的课堂研究的报道。我们的研究探索了游戏化在线本科物理内容作为增强学生学习和动力的机制的潜力。具体来说,这项工作的主要目的是确定视频游戏中常用的外部动机指标是否可以提高学生对课堂以外课程内容的参与度。参加物理入门课程的生命科学学生可以参加游戏化的多项选择测验,这是其课程评估的一部分。测验包含了常见的游戏元素,例如积分,条纹,排行榜和成就,以及一些游戏化的图形增强和反馈。检查了使用游戏化测验的学生的态度和表现,并将其与同一课程中的非游戏化对照组进行了比较。通过检查超出最低课程要求的学生参与程度来量化学生的参与程度。结果表明,游戏技术与教室外课程材料的参与度显着相关。这些结果可以帮助教师通过精心设计的在线和远程授课的本科物理内容,吸引和激励课堂外的学生。此外,本研究中包含的游戏元素与物理内容没有特别的联系,可以轻松地转换为任何教育背景。

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