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1.
Gamification—the use of gameplay mechanics for nongame applications—enables learning by doing, yet questions abound about its effectiveness for education. This teaching brief reports on the gamification of an entrepreneurship course using a stand‐alone gamification platform integrated with Shopify, a global e‐commerce platform for online stores. Students experienced the entire entrepreneurship process from ideation to launch of a real business and beyond. A live leaderboard allows tracking of team performance and provides a competitive element to the experiential learning. The gamification involved the creation and operation of online ventures by 269 undergraduate students during a trimester‐long undergraduate entrepreneurship course. The assessment of student learning outcomes shows that the gamified approach enhanced students’ experience, engagement, and entrepreneurial self‐efficacy. I conclude with pedagogical observations to assist instructors in implementing a gamified approach.  相似文献   

2.

The COVID-19 pandemic forced universities to push the use of distance learning, impacting an unprecedented number of students. New norms of social distancing and lockdown had been brought in as university measures, immediately modifying student and lecturer habits, changing from the traditional classroom to e-learning platforms. However, the lack of engagement of students throughout an e-learning system is a regular concern among lecturers when creating content on a system. This study presents an applied gamification concept to e-learning focusing on improving engagement of the various types of personalities of undergraduate students in ERP courses. The gamification design was developed by implementing the pros and cons of each game element to compromise the overall performance of students. Three evaluations were conducted:1) to test whether the student has competently gained ERP knowledge; 2) web monitor to record the activity of students; 3) to evaluate the qualitative information of the game experience by interviews. According to the study, the selection of a game element based on personality traits does not necessarily improve knowledge but proves to allow better engagement in the course. In addition, our finding also provides the suggestions for designing game elements based on personality traits.

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3.
Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks. Effective gamification design should understand the game personalities of learners, social engagement styles, and intrinsic- and extrinsic-motivated user styles initially and evaluate and select appropriate game mechanics, game dynamics, to create ideal gamification instructions. The research question this study investigated is: How will four types of gaming personalities (i.e. Explorer, Socialiser, Killer and Achiever) predict the level of game dynamics in online discussion environments? This study concluded that examining how gaming personalities relate to game dynamics in a gamified online discussion instruction is not sufficient to design effective gamification. It suggests future studies in game instructions should focus on the relationships between game dynamics, gamification contexts, gaming personalities or preferences, dynamic gaming engagement styles, etc.  相似文献   

4.
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.

Practitioner notes

What is already known about this topic

  • Gamification and game-based learning may have many benefits for university students.
  • The majority of university educators do not routinely use gamification and game-based learning in their teaching.

What this paper adds

  • University educators' major drivers that positively influence the use of gamification and game-based learning include their perceptions that it encourages student interactions and collaborative learning, provides fun and improves engagement and can easily be used by students.
  • University educators' major barriers that negatively influence the use of gamification and game-based learning include their perceptions of a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues.
  • These drivers and barriers may be classified as attitudinal, design-related and administrative, with these categories providing a useful way for universities to develop strategies to better support educators who wish to use these approaches in their teaching.

Implications for practice and policy

  • Attitudinal factors such as university educators' intention to use gamification and game-based learning are influenced by a host of their perceptions including attitude, perceived usefulness and ease of use.
  • A range of design-related and administrative barriers may need to be overcome to increase the use of gamification and game-based learning in the university sector.
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5.
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning through edugames was found to enhance learning as well as allow students to attain overall learning outcomes. This permitted an enhancement of engagement, collaboration, the creation of authentic learning activities as well as the attainment of learning outcomes. The role of the teacher was also found to play a considerable role in students attaining these twenty-first-century teaching and learning capabilities.  相似文献   

6.
This study aimed to identify the impact of a game based learning (GBL) application using computer technologies on student engagement in secondary school science classrooms. The literature reveals that conventional Science teaching techniques (teacher-centered lecture and teaching), which foster rote learning among students, are one of the major concerns in Pakistan Education system. This leads to student disengagement in science lessons eventually resulting in student absenteeism and dropouts from the schools. This study consisted of five stages: (1) examining the impact of Digital Game-Based Learning (DGBL) and gamification on engagement, learning and gender difference, and literature related to using DGBL models for instructional design; (2) planning learning activities and developing a GBL application based on a specific content in Science; (3) conducting an intervention with a sample of 72 participants of 8th grade (aged 12–15) in a low cost private school of Pakistan following quasi-experimental research framework; (4) observing behaviour and emotions of the participants during science lessons; (5) conducting pre and post tests to assess the learning outcomes of participants followed by focus groups discussion. Analysis from Friedman test, Mann-Whitney U test, and Wilcoxon Signed Rank test show that the GBL application has a positive influence on student engagement. However, GBL application was not equally effective for all students since girls outperformed boys in terms of engagement and learning outcomes. This study gives insights into the development of better educational games to promote student learning.  相似文献   

7.
Assessing achievement for samples of students can produce useful information about what students know and can do and about performance changes over time. In contrast, high-stakes testing of all students overemphasizes limited aspects of education at the expense of arguably more important goals. High-stakes tests can entail harmful direct effects for some individuals and harmful side effects for others. Illustrations are cited. Student engagement in school appears to be a key element of effective schooling. Adopting measures of student engagement along with measures of achievement would provide a balance between two important goals of education.  相似文献   

8.
International studies have raised concerns about the academic and social implications of inclusive policies on school engagement and successful learning and, in particular, on the ways in which friendships are formed between students with SEN and other students. This article stems from research findings which show that Irish children with special educational needs like school less than their peers without SEN in mainstream settings. Using data from a large scale longitudinal study of 8578 9-year-olds, this paper uses a child centred research approach to investigate why this is the case particularly when they are in receipt of supports. To do this, we focus on processes underlying their dislike of school such as their academic engagement and social/peer relations. We measure academic engagement by looking at their interest in the subjects mathematics and reading and the extent to which they complete their homework. We examine the social/peer relations of students with special educational needs by assessing the extent to which they report liking their teacher. Using the Strengths and Difficulties Questionnaire (SDQ) Scale and the Piers-Harris Self-Concept Scale we also examine the nature of peer relations among children with special educational needs in mainstream settings. Both academic engagement and social engagement play a central role in understanding the broader school engagement of children with special educational needs. By simultaneously examining the role of academic and social relations in shaping the engagement of children with SEN, the analysis provides a unique opportunity to fundamentally assess the barriers to true inclusion for children with special needs.  相似文献   

9.
Students with special educational needs (SEN) are at an elevated risk of psychological and behavioural dysfunctions. In this study, we conducted a survey of parents of students with SEN in Hong Kong to examine the impact of two school practices – learning support and school climate – on the psychological and behavioural functioning (PBF) of students with SEN. We also examined the mediating effects of social participation and academic engagement. Questionnaires were distributed to 586 parents in 139 primary schools. The results of structural equation modelling (SEM) analysis show that perceived school climate has a direct effect on perceived PBF, while perceived learning support does not. Perceived learning support has two indirect effects on perceived PBF, with perceived academic engagement or social participation as a mediator. The findings have implications for the effective use of educational resources to support the inclusive education of students with SEN.  相似文献   

10.
The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a number of contributions. First, by synthesizing the literature the central concepts required for a learning intervention to be considered gamified are mapped and the development of an online gamified learning intervention is described. Second, the effect of gamification on learning outcomes is examined using a pre- and post-intervention survey. We find that gamified learning interventions have a positive impact on student learning. Third, our results show that while generally positive, the impact of gamified intervention*ns on student participation varies depending on whether the student is motivated intrinsically or extrinsically. These findings will be of practical interest to teaching and learning practitioners working in a range of educational contexts, and at all levels of education, who wish to increase student engagement and enhance learning.  相似文献   

11.
In a series of recent papers, Nick Zepke has criticised those researching student engagement in higher education for uncritically supporting neoliberalism. The current highly politicised nature of higher education means that clarity about the political implications of engagement research is crucial. This conceptual paper argues that in focusing on literature on students’ engagement in learning, Zepke overlooks another substantial body of engagement literature, on students’ participation in decisions about learning and teaching. By exploring the political alignment of two of the key models used to conceptualise students’ engagement in decision-making, the paper argues that a central element of the research into student engagement is in fact directly opposed to neoliberal approaches to higher education. Student engagement has been deployed both for and against neoliberalism. Zepke has argued that the research on engagement sides with neoliberalism; I show that the research that focuses on student engagement in decision-making supports the opposition.  相似文献   

12.
《教育心理学家》2013,48(3):295-298
The relationship of academic learning time to student achievement has been demonstrated, but primarily with mainstream students. Brophy presents arguments that generalize these findings to special populations. Although it appears that academic learning time and active engagement may have similar effects on achievement for all students, the ability of teachers to successfully implement these instructional strategies for students with special needs within current administrative arrangements is questioned. The manner in which teachers allocate their resources and the problems created by attempting to teach large groups of students with heterogeneous needs is discussed.  相似文献   

13.
ABSTRACT

In recent years, flipped learning has attracted much attention around the world. This instructional approach is appealing because it can free up class time for knowledge application activities with help from the instructor and peers. However, its implementation can be fraught with challenges. Student disengagement in out-of-class activities, for example, is one of the major challenges of flipped learning. The purpose of this study is to examine whether gamification can enhance student engagement in a flipped course. A comparison study was conducted, involving two classes of undergraduate students in an Information Management course. The results indicated that students in the gamification-enhanced flipped learning group (n?=?48) were more likely to complete the pre-class and post-class activities on time than those in the non-gamified flipped learning group (n?=?48). Students in the gamification-enhanced flipped learning group also produced higher quality artifacts than the non-gamified flipped learning group in the pre-class thinking activities. Moreover, students in the gamification-enhanced flipped learning group scored significantly higher in the post-course test than did their non-gamified counterparts.  相似文献   

14.
New technology devices such as iPads and iPods have become very popular and widely used in special education settings to teach students with disabilities. The 20 selected single-case design studies published by November 2015 were comprehensively reviewed to examine the effects of using iPads and iPods on academic performance and engagement of students with disabilities. This study also examined the approaches of using the devices during instruction. Results of the review indicated that using the devices was effective for enhancing both academic performance and engagement of students with disabilities. The results also indicated that the devices could be used for instruction in various ways, including use of a variety of types of applications and delivery of videos. Directions for future research and implications for practice are discussed.  相似文献   

15.
Engagement is one of the hottest research topics in the field of educational psychology. Research shows that multifarious benefits occur when students are engaged in their own learning, including increased motivation and achievement. However, there is little agreement on a concrete definition and effective measurement of engagement. This special issue serves to discuss and work toward addressing conceptual and instrumentation issues related to engagement, with particular interest in engagement in the domain of science learning. We start by describing the dimensional perspective of engagement (behavioral, cognitive, emotional, agentic) and suggest a complementary approach that places engagement instrumentation on a continuum. Specifically, we recommend that instrumentation be considered on a “grain-size” continuum that ranges from a person-centered to a context-centered orientation to clarify measurement issues. We then provide a synopsis of the articles included in this special issue and conclude with suggestions for future research.  相似文献   

16.
为了研究初中生学习投入的特点及表扬与批评对其学习投入的影响,使用学习投入问卷、表扬和批评经历问卷对464名七、八、九年级的初中生进行了调查。结果发现:(1)初中生的学习投入在后两年显著降低,到九年级时有32.7%的学生处于低学习投入状态;(2)来自老师和家人的表扬与批评对初中生学习投入有着重要影响,在各个年级中均能分别正向和负向预测学习投入。  相似文献   

17.
This study examines the effects of self-questioning on EFL students’ literary reading engagement. Two interventions were tested: (1) students generating questions while reading short stories, and then exploring their questions in small-groups; and (2) students generating questions while reading, and then reflecting through a free writing activity. Participants were 59 Vietnamese undergraduate students enrolled in an English as a foreign language course. A pre-test post-test control group design with switching replications was used, with a control condition in which the teacher (instead of the students) posed the questions. Students’ reading engagement was measured by a written response to a short story and a questionnaire. Results showed that both self-questioning interventions positively influenced students’ reading engagement compared to the control condition. A maintenance of effects was also observed. We conclude that self-questioning combined with group discussions or free writing promotes students’ reading engagement.  相似文献   

18.
整合游戏化学习理念是解决在线学习动机难以维持的方法之一,但对于落实该理念载体的游戏化元素,目前的理论和实证探索还处于初步阶段。鉴于学习者心理需求对于游戏化元素的选取至关重要,研究试图从学习者对游戏化元素偏好的视角开展研究,进而为利用游戏化元素优化在线学习提供参考。通过文献探讨,总结了游戏化元素的三分类体系(动力类、机制类、组件类),并设计了三维度偏好指标(有趣性、重要性、有用性)。对在线学习者的调查发现:(1)在线课程中只涉及部分游戏化元素,属于轻游戏化;(2)学习者对三类游戏化元素在整体偏好上没有差异;(3)学习者对三类游戏化元素在具体偏好指标上有所差异,对动力类元素偏好其重要性,对机制类元素偏好其重要性和有用性,对组件类元素偏好其有趣性;(4)对游戏化学习的态度会积极影响在线学习动机。基于上述结果,研究就如何针对不同学习需求选取适当的游戏化元素提出了相应建议。  相似文献   

19.
‐ Many studies have reported positive effects of cooperative learning methods on student achievement. In all such cases, cooperative learning experiences were initiated and structured by teachers, and designed according to special task and reward structures. The present study discusses a different kind of cooperative learning, Spontaneous Collaborative Learning (SCOLL), which is not structured by the teachers, but is student‐initiated. The characteristics of such a learning experience are described, and its effects on the learning strategies adopted by students, the quality of the students’ learning outcomes are examined. Quantitative and qualitative data from 39 Hong Kong tertiary (physiotherapy) students showed that SCOLL, as compared to individual preparation, promoted the engagement of a deep approach incorporating high level cognitive strategies, and in turn learning outcomes reflected in a higher structural complexity of assignments than those approaches and outcomes of students who worked individually.  相似文献   

20.
The present study assessed the effectiveness of the ECRIMO educational application designed to build first-grade level spelling skills. We tested whether using the app to teach spelling would be as effective as providing the same training using traditional paper exercises. The effect of integrating gamification into mobile learning apps, which has been little studied in the context of young children, is also investigated. A pretest/training/posttest design was implemented with 311 first-graders divided in four groups: no training, paper training, the ECRIMO app with gamification features, and the ECRIMO app without gamification. Spelling, reading and phonological awareness abilities was measured at both pretest and posttest. The training was conducted over a 7-week period (4.40 hours in total). The experimental design allowed us to answer three questions: (1) Is spelling training effective regardless of the medium used? (2) Is training through the app as efficient as paper-based training? (3) Does gamification impact students' learning performance? Mixed-model analyses revealed (1) a positive effect on the training outcome depended on the initial spelling ability of participants, (2) a comparable efficiency between autonomous training using the ECRIMO app on tablets and the same training provided by teachers using paper exercises and (3) a marginally positive effect of gamification that is greater for the weakest students. The present study proposes an original and pertinent experimental design to test the relevance of educational applications. The design features of learning apps can impact students' learning differently depending on their initial level. A critical step should be verifying that using online apps for training is at least as effective as the same training using paper exercises.

Practitioner notes

What is already known about this topic
  • A significant number of children experience difficulties in reading and spelling from the first years of learning.
  • The use of new technologies to support classroom teaching is rapidly developing as a topic of interest for educational professionals and researchers.
  • Evaluations of new technologies developed to enhance literacy skills suggest that many factors can vary their effectiveness.
  • The effectiveness of a digital educational application can be enhanced or undermined by design choices, such as gamification.
What this paper adds
  • Spelling training with the app ECRIMO seems effective for first year students, especially those with the lowest and middle level.
  • Comparable effects of both the tablet-based and paper equivalent training on participants' spelling were found.
  • The use of gamification in ECRIMO could be more suitable for the weakest students.
Implications for practice and/or policy
  • Educational technologies should be evidence-based and should be evaluated with both a passive and an active control group.
  • The design should be carefully considered and tested, as it may be advantageous for some students and disadvantageous for others.
  • The use of digital technology in education can be beneficial for classroom practice, when the activity can be carried out in total autonomy, leaving the teacher available for a group of pupils with specific needs.
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