A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree

A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree
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使用游戏和游戏化来提高学生在本科媒体学位理论课程中的参与度、体验和成就的研究

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发表时间:
2015
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通讯作者:
M. Leaning
M. Leaning
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作者:
M. Leaning

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本文详细介绍了一项研究的研究结果,该研究调查了一个学习和教学项目的有效性,该项目涉及使用游戏来帮助学生学习英国一所大学媒体研究本科学位的媒体理论模块。批判和社会理论经常给学生提出一个重要的问题(Campbell, 1997),这对媒体专业的学生来说也没有什么不同(Buckingham, 2003)。开展了一项教与学项目,利用一系列游戏活动来教授媒体理论。然后进行研究以探索游戏技术的有效性。本文共分为四个部分:第一部分简要论述了教学理论存在的问题、教学过程以及学与教工程的概况。第二部分考察了游戏化的概念及其在教育中的应用,以及如何使用游戏和游戏化来教授模块,第三部分描述了用于评估学习和教学项目的研究方法。第四部分对研究结果进行了说明和讨论。
This article details the research findings of a study investigating the effectiveness of a learning and teaching project that involved the use of games to aid in student learning on a media theory module taught on a undergraduate Media Studies degree in a British university. Critical and social theory often presents a significant problem for students (Campbell, 1997) and this is no different for media students (Buckingham, 2003). A learning and teaching project was carried out in which a range of game activities were used to teach media theory. Research was then conducted to explore the effectiveness of the game techniques. The article is divided into four parts: section one provides a brief discussion of the problems of teaching theory, how it has been taught and an overview of the learning and teaching project. Section two examines the idea of gamification and its use in education and how games and gamification were used to teach on the module and section three describes the research methods used to evaluate the learning and teaching project. In section four the results of the research are noted and discussed.