The development of gamified learning activities to increase student engagement in learning

The development of gamified learning activities to increase student engagement in learning
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开发游戏化学习活动以提高学生的学习参与度

DOI:
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发表时间:
2016
期刊:
影响因子:
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通讯作者:
Thanita Lerdpornkulrat
Thanita Lerdpornkulrat
中科院分区:
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文献类型:
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作者:
Chanut Poondej;Thanita Lerdpornkulrat

文献摘要

被引文献

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在文献中,已经证明了教育游戏化的潜在功效。本研究旨在探讨应用游戏化技术对提高学生学习参与度的影响。采用准实验非等效控制组设计,被试为六个班的577名本科生。其中三个班的学生被指定为治疗组,而其他班的学生则为对照组。治疗组的学生参加了为游戏化设计的课程,而对照组的学生参加了常规课程。结果显示,实验组学生的学习投入度明显优于对照组学生。我们为教育游戏化提供了实证支持,并得出结论,学生显然重视游戏化学习活动的参与。
In the literature, the potential efficacy of the gamification of education has been demonstrated. The aim of this study was to explore the influence of applying gamification techniques to increase student engagement in learning. The quasi-experimental nonequivalent-control group design was used with 577 undergraduate students from six classes. The students in three of the classes were assigned to be the treatment group whereas the students in the others were the control group. Students in the treatment group attended a course designed for gamification, while students in the control group attended a regular course. The results showed that in the treatment group, student engagement in learning was significantly better than that of the students in the control group. We provide empirical support for gamification of education and conclude that students clearly valued the engagement of gamified learning activities.