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1.
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   

2.
Gamification has become a popular approach to blending learning with fun and enjoyable experiences. However, gamification research has been criticized for mostly focusing on game mechanics and related outcomes while paying little attention to the psychological processes that mediate the relationship between these mechanics and outcomes. Furthermore, the majority of existing gamification studies have focused on competitive game features. Thus, the full potential of cooperative gamification has yet to be explored. Given this background, the current study compared how gamified cooperation and competition impact task effort, learning achievement, motivation and social relatedness in English vocabulary learning with a mobile application. The study utilized Social Interdependence Theory to explicate the psychological processes in gamified cooperation and competition. 75 participants were randomly assigned to either the gamified cooperation or the gamified competition condition and studied English vocabulary for 14 days. No difference was observed between the conditions regarding task effort, learning achievement and motivation. However, social relatedness in the gamified cooperation group was significantly higher than in the gamified competition group. The current findings emphasize that the positive influence of gamified cooperation on creating meaningful connections amongst learners should not be ignored, even though it facilitates similar learning and motivational outcomes as gamified competition.  相似文献   

3.
This piece reports on an early attempt at gamification (reframing post-secondary classrooms drawing on the structure of games). The attempt began in the 2011–2012 academic year and is structured to allow students substantial autonomy in determining which assignments, and how many of them, to complete over the course of the semester. Initial results show small increases in overall student achievement and suggest students may take greater risks in their learning in gamified classrooms. Themes in student responses to gamified classrooms are reported, challenges for both faculty and students in employing such an approach (e.g., pacing student work, confronting assumptions about the nature of academic work, and communicating the nature of the system) are discussed, along with strategies that can help address them.  相似文献   

4.
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   

5.
For higher education, the question of how in-class activities can be supported in large lectures is of great relevance. This paper suggests a gamified flipped classroom approach to address this challenge. In an experimental study, N = 205 educational science students performed either gamified in-class activities using a gamified quiz with points and a team leaderboard, or non-gamified in-class activities using exercise sheets. In line with the theory of gamified learning, the results show a positive indirect effect of gamification on application-oriented knowledge that is mediated by learning process performance. Furthermore, based on a self-determination theory framework, the results show positive effects of gamified in-class activities on intrinsic motivation and social relatedness, but no significant effect on competence need satisfaction. The study provides insights into a particular casual construct of game design elements (points and team leaderboards) triggering specific mechanisms (immediate task-level feedback and team competition) affecting a mediator (learning process performance) that in turn affects a learning outcome (application-oriented knowledge).  相似文献   

6.
Support for student learning is a key element in optimizing student learning experiences in any learning environment and its importance has been widely discussed. This study looked at student support, particularly in the course context, focusing mainly on guidance provided to students within a course. Three categories of support were identified and used for the purpose of this study: instructional, peer, and technical support. A total of 110 students completed an online survey on students' perceptions of support and course satisfaction in an undergraduate online course at a large southeastern university. The results showed perceived support was significantly related to their overall satisfaction of the online course. The findings of this study suggest that teachers should communicate what types of support are available to students and provide an easy way of accessing and taking advantage of the support.  相似文献   

7.
Apathy and social disconnectedness among undergraduate business students remain poorly understood and under‐researched—despite evidence that they produce an adverse impact on learning‐related outcomes. Qualitative research was initially conducted among a sample of undergraduate business students to identify the antecedents and learning‐related consequences of apathy and social disconnectedness, develop grounded definitions, hypotheses, and scales. This was followed by a survey that aimed to test a conceptual model that emerged from qualitative data. The study finds evidence to suggest that high levels of anxiety among students antecedes social disconnectedness and powerlessness, which trigger apathy or the lack of caring about being a student or attending college. These psychosocial problems are severe enough, the study finds, to adversely impact the quality of students’ learning experiences. Implications for new thinking and research are discussed, and implications for improving instruction are derived from the findings.  相似文献   

8.
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   

9.
In this article, we provide a commentary on the current state of gamification in higher education by reviewing the research literature, noting a lack of research focused on the design of gamified postsecondary courses. To address this issue, we discuss four potential pitfalls instructors may encounter when designing gamified learning activities. We conclude with suggestions related to how instructors can avoid these common stumbling blocks.  相似文献   

10.
This article reports the results of a pilot project conducted at the University of California–Irvine (UCI) involving the simultaneous online delivery of a course to both University of California undergraduates and enrollees on the Coursera Massive Open Online Course (MOOC) platform. Survey results from a robust sampling of UCI undergraduates offer strong disruptive-technology evidence that a new generation of students weaned on the Internet and social media may find well-delivered online courses to be an acceptable substitute for—or even preferable to—large lecture hall courses. The results also indicate a very strong student response to a peer-to-peer approach in which course content is delivered in a video lecture format by a fellow undergraduate (under instructor supervision). A strong positive response to the MOOC platforms offers the promise of economies of course delivery for colleges and universities seeking to implement cybereducation cost-effectively.  相似文献   

11.
本科教育质量是衡量大学办学水平的重要指标。新建地方本科院校因受多种因素制约,教育质量问题面临更多的忧思和批判。文章采用“全美大学生参与度调查”工具(NSSE:the National Sur-vey of Student Engagement),以贵州省4所新建地方本科院校的800名本科生为研究样本,通过对大学生学习性投入现状的分析,从“学生参与”的视角探究我国新建地方本科院校教学质量保障存在的问题,并提出了针对性的教育质量保障路径突破口:优化课程挑战度,促进学生的专业发展;搭建师生交流平台,促进师生情感互动;吸引省外生源,优化生源结构。  相似文献   

12.
This article details an approach to teaching entrepreneurship to Higher National Diploma (HND) students that combines lecture-based and experiential learning processes to increase student learning, comprehension, and entrepreneurial skills. A UK university redesigned an entrepreneurship course to have students design and implement business plans for a pop-up shop and an event in the local community, while working closely with instructors and outside stakeholders. The lectures used in the lessons were designed to complement the enterprise activities and be immediately applied in group work settings. Data were collected from student reflections and analysed against instructor reflections to highlight both the success and challenges of this approach, as well as any areas of dissonance between student and instructor observations. While the benefits of active and experiential learning processes are highlighted in the literature, this article examines these teaching methods specifically in a HND context, an area in which research on the benefits of these teaching methods for developing entrepreneurial students and for developing students prepared for undergraduate education has been limited.  相似文献   

13.
In this article we describe the evolution of an elective course designed specifically for undergraduate students in our pre-service teacher education program. This course is intended to prepare these undergraduate students as future teachers—helping them to make effective and creative uses of technology in learning settings. This course emphasizes learning to learn with and about technology, in the ever-changing context of educational technology. Generally speaking, we outline and describe three key goals of teaching young teachers to thoughtfully integrate technology into a real-world classroom. First, the course emphasizes learning to explore and learn proactively by engaging in learning by design activities. Second, students are given an opportunity to try a wide variety of innovative technologies through explorations of their own choosing. Finally, we attempt to leverage the power of online community building for learning by harnessing the ubiquity and convenience of tools like Facebook. We look into the future with great hope and enthusiasm that our preservice teachers will lead the way in integrating new technologies into their teaching in ways that will benefit their students, colleagues, and the greater education community.  相似文献   

14.
Importance of online learning has become more critical with the advent of a global pandemic. Effective online learning requires design characteristics that support learning that crosses traditional disciplinary boundaries. The example of educational delivery of food safety encompasses multiple disciplines to prepare students for real‐world situations, practical problem‐solving, and to be “future proof” as food safety becomes more quantitative. This study explicates how six simulation‐based learning modules were evaluated, two each in microbiological growth/inactivation, food process dynamics with microbiological growth/inactivation, and risk assessment. Each group of three modules was targeted to the students in undergraduate food science and engineering programs. Altogether, the 6 modules were implemented and assessed in 17 courses at 14 universities over 5 years. The effectiveness of the module‐based approach was sustained across subject matter (microbiology, process, and risk), disciplines (food science and engineering), and their implementations. Students’ and instructors’ survey responses indicated the modules’ value in real‐world and practical problem‐solving ability. Instructors were also motivated to implement the modules as they saw the potential for improvement in student understanding, how modules reinforced course learning outcomes, the quality of support provided with modules, and their ability to replace existing course assessment without adding work for the instructor or the students. This self‐learning, module‐based approach to introduce interdisciplinary content employed has proven successful. The template for making these modules is described in sufficient detail so future modules can be built for a wide variety of subject matter beyond food safety.  相似文献   

15.
The curriculum for journalism is being forced to change because the traditional print‐based and broadcast modes are being challenged by wide and easy access to online mass communication. Primarily, students need to develop proficiency in writing, editing and publishing. However, they are also expected to be skilled in the Web medium as they venture into their careers, and weblogs offer a dynamic platform to develop these skills. Based on a statistical summary of student comments on the performance criteria for a blog project, a focus group interview and survey results, this paper will discuss the findings from the introduction of a course‐based blog to an undergraduate course in Hong Kong, including: (1) the technical challenge of making Web features; (2) the perception of proficiency in online publishing; (3) the evaluative skills developed through a peer‐review process; and (4) the development of a learning community through writing in blogs.  相似文献   

16.
There is currently strong and widespread support among university administrators for blended learning at the college level, or courses that incorporate some degree of online instruction. As instructors are called on to incorporate online and face-to-face elements into their instruction, they face the critical question of how to intentionally connect the two modalities in ways that strengthen learning. This article first outlines the historical context of social-constructivism's presence in online instruction, and then presents a rationale for the use of “crossover” discussion protocols that connect online forums and face-to-face discussions. The article argues that by drawing deliberately on the benefits of both online and in-person learning environments, crossover protocols help students make more insightful connections among ideas and push their own—and each others'—thinking in unexpected ways. A set of crossover protocols is then provided, along with considerations for implementing them effectively. These practical strategies for facilitating conversations across the two modalities were developed in the author's undergraduate and graduate level courses in English and education and are adaptable across course levels and disciplines. The article concludes with a discussion of how students experience the learning benefits of crossover protocols.  相似文献   

17.
Many universities are pursuing increases in on‐line course offerings as a means of offsetting the rising costs of providing high‐quality educational opportunities and of better serving their student populations. However, enrollments in online courses are not always sufficient to cover their costs. One possible way of improving enrollments is through marketing campaigns targeted to specific demographic groups. In this study, we take a first look into how students’ perceptions of e‐learning systems, prior to their enrollment in an online course, vary across socioeconomic status and gender. Findings suggest that prior to taking an online course, working‐class students perceive e‐learning systems more positively than their middle‐class peers but that little difference exists between genders. Armed with this knowledge, universities may improve online course enrollments by marketing online courses specifically to working‐class students or through campaigns aimed at improving middle‐class students’ perceptions of e‐learning systems.  相似文献   

18.
This paper reports some of the findings of a case study investigation of undergraduate student learning in online discussions within a campus-based business course in New Zealand. The project explored predominantly Net Gener students’ perceptions of the differences between face-to-face and online discussions and the role of these differences in their learning. The study found that the students regarded the two environments as different but complementary for their learning and identified the features of each discussion environment that supported their learning. A complementary framework, based on these student perspectives is presented. These findings and the framework provide teachers and course designers with a new evidence-based approach for including effective face-to-face and online discussions for Net Gener and other students within their courses.  相似文献   

19.
Faculty teaching in online environments are universally encouraged to incorporate a variety of student‐to‐student learning activities into their courses. Although there is a body of both theoretical and empirical work supporting this, adult professional students participating in an online MBA program at an urban business school reported being at best indifferent and often negative regarding these learning activities. A case study was performed to explore how pervasive this attitude was and the possible reasons for it. Through various sources of data and exploration, we discovered that common interactive modalities are not associated with either perceived learning or satisfaction. A content analysis of a data analysis course revealed that 64.5% of responses recalled student‐to‐student interactivities when responding to a “learned least from” query. We identified three possible reasons for these negative responses: time inefficiency, interaction dysfunction, and flexibility intrusion. We conclude that, although some working professional students probably do learn from student‐to‐student interactivity, the costs incurred may be too great. If working adult students present a different profile than those students typically represented in academic research and thus have different needs and expectations, we may need to rethink the design of online education delivered to them.  相似文献   

20.
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   

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