Measurement of the effects of e-learning courses gamification on motivation and satisfaction of students

A. Bernik, G. Bubas, D. Radošević
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引用次数: 21

Abstract

In this paper, we present the results of a study which was conducted in two stages. The first part of the paper contains literature search findings and analyzes the existing self-assessment scales for measuring motivation and satisfaction of students that were developed by other authors. In the second part of our study we created a battery of self-assessment measures for collecting data for an overarching set of gamification-related constructs/variables selected in accordance to those that are reported in literature). These scales were constructed by (a) adaptation and improvement of items from existing measures and (b) creation of novel items for measures of constructs that were found to be important in research articles on gamification and educational games. The initial empirical evaluation of this new questionnaire (battery of assessment scales) was performed on a large convenience sample of students (N=201) who attended a hybrid course on computer programming. These respondents were divided into an experimental group, which used gamified e-learning course material, and a control group, which used a parallel (non-gamified) version of the e-learning course with equal theoretical content/For each self-assessment scale of the questionnaire Cronbach alpha coefficients were calculated and the scales were slightly corrected to improve their internal consistency. We report the results concerning the effects of gamification on motivation and satisfaction, which were measured by respective assessment scales.
电子学习课程游戏化对学生动机和满意度影响的测量
在本文中,我们提出了一项研究的结果,该研究分两个阶段进行。论文的第一部分包含文献检索结果,并分析了其他作者开发的用于测量学生动机和满意度的现有自我评估量表。在我们研究的第二部分中,我们创建了一系列自我评估措施,用于收集与游戏化相关的总体结构/变量(根据文献中报道的内容选择)的数据。这些量表是通过(a)适应和改进现有测量方法的项目和(b)为游戏化和教育游戏的研究文章中发现的重要结构测量方法创造新的项目来构建的。对这个新问卷(一系列评估量表)的初步实证评估是在参加计算机编程混合课程的学生(N=201)的大型方便样本上进行的。将这些被调查者分为实验组和对照组,实验组使用游戏化的电子学习课程材料,对照组使用平行(非游戏化)版本的电子学习课程,具有相同的理论内容。对于问卷的每个自评量表,计算Cronbach alpha系数,并对量表进行轻微修正,以提高其内部一致性。我们报告了关于游戏化对动机和满意度的影响的结果,这是通过各自的评估量表来测量的。
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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