Using gamification as an online teaching strategy to develop students' 21st century skills

IxD&A Pub Date : 2021-02-10 DOI:10.55612/s-5002-047-004
Eva Mårell-Olsson
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引用次数: 4

Abstract

This paper reports on a study investigating the use of gamification as a teaching strategy in an online setting for developing upper -secondary students’ 21st century skills (i.e., collaboration, critical reasoning, communication, solving complex problems, and being able to use and manage digital tools and devices). More specifically, the study aimed to empirically explore pedagogical design perspectives as well as students’ and teachers’ experiences on what opportunities and challenges they perceive about gamification teaching designs in this context. University students co-created the gamification activities’ design and the participating teachers chose virology and immunology (Biology 2 for upper-secondary schools in Sweden) as the topics. The study was conducted during Spring 2020 and in total 26 upper-secondary students, 2 teachers, and 7 engineering students studying in the Master of Science programmes participated. The empirical material is based on observations during the online tests in which the school students tested the university students’ design, a survey with the school students, post-interviews with the teachers and the university students, and the university students’ written report as a mandatory assignment in their course. The findings illustrate three themes: 1) developing pedagogical design principles for online gamification activities, 2) the school students’ experiences, and 3) the participating teachers’ experiences. The findings show that designing for gamification teaching in an online setting with a specific purpose in developing students’ 21st skills is quite a complex process. The participating teachers, for example, perceive gamification teaching designs as a catalyst for motivating and engaging students’ learning to a high extent, but the challenges they experience concern foremost how to design tasks and assess an individual student’s knowledge in collaborative assignments. The collaboration between the university and K–12 education concerned combining the different competences in the TPACK-model, and in addition aligning expressed motives and goals towards an applied teaching design. This presented study is an aspiration and a practical example of directing towards development of smart learning ecosystems.
利用游戏化作为在线教学策略,培养学生的21世纪技能
本文报告了一项研究,该研究调查了在在线环境中使用游戏化作为培养高中生21世纪技能(即协作、批判性推理、沟通、解决复杂问题以及能够使用和管理数字工具和设备)的教学策略。更具体地说,该研究旨在实证探索教学设计视角,以及学生和教师在这种背景下对游戏化教学设计的机遇和挑战的看法。大学生共同设计游戏化活动,参与的教师选择病毒学和免疫学(瑞典高中生物2)作为主题。该研究于2020年春季进行,共有26名高中生、2名教师和7名攻读理学硕士课程的工程系学生参与了研究。实证材料是基于在线测试期间的观察,其中在校学生测试大学生的设计,对在校学生的调查,对教师和大学生的后访谈,以及大学生的书面报告作为必修课程的作业。研究结果说明了三个主题:1)开发在线游戏化活动的教学设计原则,2)学校学生的经验,以及3)参与的教师的经验。研究结果表明,以培养学生21世纪技能为特定目的的在线游戏化教学设计是一个相当复杂的过程。例如,参与的教师将游戏化教学设计视为一种催化剂,可以在很大程度上激励和吸引学生的学习,但他们所面临的挑战主要是如何在合作作业中设计任务和评估单个学生的知识。大学和K-12教育之间的合作涉及将tpack模型中的不同能力结合起来,并将表达的动机和目标对准应用教学设计。本研究是指导智能学习生态系统发展的愿望和实际例子。
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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