Towards a link between Instructional Approaches and Gamification - A Case Study in a Programming Course

F. Silva, A. Toda, Seiji Isotani
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引用次数: 2

Abstract

Students' motivation play an important role in their educational process. Several studies indicate that the lack of motivation hinders students' learning. To mitigate this problem researchers have been using Gamification to solve engagement and motivational problems, which aroused the interest of teachers and instructors. However, those education professionals does not have time, resources nor knowledge on how to apply those game concepts within their learning environments. Based on this premise this work present an approach to support planning, development and evaluation of gamification, supported by instructional technologies, in order to improve students motivation. We used an ontology-based tool called SMARTIES and a gamification generic framework (6D) and carried out a case study with twelve students in an introductory computer science course for pre-service teachers. We were able to create gamified strategies using this approach. Secondly, we applied those strategies within four classes of the course. Our results demonstrate that our gamified strategies increased students motivation, interest and perceived competence through the case study. We concluded that gamification can achieve positive results when tied to instructional objectives and through the use of a systematic approach to support the planning process.
迈向教学方法与游戏化之间的连结——程式设计课程的个案研究
学生的学习动机在其教育过程中起着重要的作用。几项研究表明,缺乏动机阻碍了学生的学习。为了缓解这一问题,研究人员一直在使用游戏化来解决参与和激励问题,这引起了教师和讲师的兴趣。然而,这些教育专业人员没有时间、资源和知识,不知道如何将这些游戏概念应用到他们的学习环境中。基于这一前提,本研究提出了一种在教学技术支持下支持游戏化计划、发展和评估的方法,以提高学生的动机。我们使用了一个名为SMARTIES的基于本体的工具和一个游戏化通用框架(6D),并在为职前教师开设的计算机科学入门课程中对12名学生进行了案例研究。我们能够使用这种方法创造游戏化策略。其次,我们将这些策略应用到课程的四节课中。通过案例研究,我们的结果表明,我们的游戏化策略提高了学生的动机、兴趣和感知能力。我们的结论是,当游戏化与教学目标相结合,并通过使用系统的方法来支持规划过程时,游戏化可以取得积极的结果。
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