Gamification: The effect on student motivation and performance at the post-secondary level

Meaghan Lister
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引用次数: 128

Abstract

Computer games are increasingly part of the daily activities of Canadian students of all ages, and have been shown to support student motivation and learning however can be challenging to implement in the classroom.  Gamification involves incorporating elements of computer games such as points, leaderboards, and badges into non-game contexts in order to take advantage of the motivation provided by a game environment. An analysis of the literature was conducted to determine to what extent gamification supports student achievement and motivation among college level students. The findings from the analysis revealed that points, badges and achievements, leaderboards and levels are the most commonly implemented form of gamification. Incorporating gamification elements into post-secondary environments can motivate students and support student achievement in post-secondary environments. Increased class attendance and participation, which is positively correlated with improved student performance, was seen as a result of gamification. This is significant, as colleges and universities strive to attract, retain, and engage digitally savvy students who are increasingly demanding engaging, technologically rich, learning environments. DOI:10.2458/azu_itet_v3i2_lister
游戏化:在中学后阶段对学生动机和表现的影响
电脑游戏越来越多地成为加拿大各年龄段学生日常活动的一部分,并已被证明可以支持学生的动机和学习,但在课堂上实施可能具有挑战性。游戏化包括将点数、排行榜和徽章等电脑游戏元素整合到非游戏环境中,以利用游戏环境提供的动机。对文献进行了分析,以确定游戏化在多大程度上支持大学生的成绩和动机。分析结果显示,积分、徽章、成就、排行榜和关卡是最常见的游戏化形式。将游戏化元素融入高等教育环境可以激励学生并支持学生在高等教育环境中取得成就。课堂出勤率和参与度的提高与学生成绩的提高呈正相关,这被视为游戏化的结果。这一点很重要,因为学院和大学努力吸引、留住和吸引精通数字技术的学生,这些学生对吸引人、技术丰富的学习环境的要求越来越高。DOI: 10.2458 / azu_itet_v3i2_lister
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