Evaluating the Effects of Introducing Three Gamification Elements in STEM Educational Software for Secondary Schools

Pamela Andrade, E. Law, Juan Carlos Farah, D. Gillet
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引用次数: 6

Abstract

Gamification aims to enhance the educational experience by enabling students to have fun with technology. Although research in the field has previously looked into the effectiveness of gamification, reviews of existing studies show that in the context of education, gamification has been largely applied at the university level, with diverse pedagogical approaches and outcomes. Furthermore, reports often refer to interactions with gamification elements in contexts outside STEM education. To bridge these research gaps, this paper reports on an empirical study involving 199 students from two secondary schools. Students had the opportunity to receive a digital reward (in the form of points, badges, or rankings) for their participation in an online physics lesson. Although no significant differences were found regarding student motivation, results confirm an impact—depending on the gamification element being introduced in the software—on three other important aspects: (i) perceived usability, (ii) student engagement, and (iii) learning performance.
评估在中学STEM教育软件中引入三个游戏化元素的效果
游戏化旨在通过让学生享受科技带来的乐趣来提升教育体验。虽然该领域的研究之前已经研究了游戏化的有效性,但对现有研究的回顾表明,在教育背景下,游戏化已经在大学层面上得到了很大的应用,具有多种教学方法和结果。此外,报告经常提到在STEM教育之外的环境中与游戏化元素的互动。为了弥补这些研究空白,本文报告了一项涉及两所中学199名学生的实证研究。参加在线物理课程的学生有机会获得数字奖励(以分数、徽章或排名的形式)。虽然在学生动机方面没有发现显著差异,但结果证实了影响——取决于软件中引入的游戏化元素——在其他三个重要方面:(i)感知可用性,(ii)学生参与度,(iii)学习表现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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