Gamification in the wild: Faculty perspectives on gamifying learning in higher education

A. Hung, E. Zarco, Monica Yang, D. Dembicki, Mitchell Kase
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引用次数: 8

Abstract

While numerous studies have examined gamification from the students' perspectives, few studies focus on the faculty's experience in detail. This article analyzes the experiences and self-reflections of five university instructors who designed and implemented gamification for their online or hybrid courses. It uses a design research approach to inform the gamification design and implementation decisions and draws on data collected from weekly meetings recorded over Google Hangout, as well as meeting minutes, design documents, emails, and informal reflections that retrospectively examine the process of designing and implementing the gamified courses. It also discusses the data gathered from students on their perspectives and experiences in class. While students' feedback on gamification were largely positive, many faculty members acknowledge that creating a coherent gamified course was difficult and time-consuming. However, the process of designing itself may be worth going through because it made faculty more conscious of how their teaching values were being reflected in the gamified system. The article ends with reflections on the institutional and technological constraints that were encountered, and offers recommendations on how to support educators new to gamifying learning in their courses. DOI:10.2458/azu_itet_v5i2_hung
野外游戏化:教师对高等教育游戏化学习的看法
虽然有许多研究从学生的角度考察了游戏化,但很少有研究详细关注教师的经历。本文分析了五位大学教师在其在线或混合课程中设计和实施游戏化的经验和自我反思。它使用设计研究方法来为游戏化设计和实施决策提供信息,并利用从b谷歌Hangout上记录的每周会议收集的数据,以及会议纪要、设计文件、电子邮件和非正式的反思,回顾性地检查设计和实施游戏化课程的过程。它还讨论了从学生那里收集的关于他们在课堂上的观点和经历的数据。虽然学生对游戏化的反馈大多是积极的,但许多教师承认,创建一个连贯的游戏化课程是困难和耗时的。然而,设计过程本身可能是值得经历的,因为它使教师更加意识到他们的教学价值如何在游戏化系统中得到反映。文章最后对所遇到的制度和技术限制进行了反思,并就如何在课程中支持游戏化学习的教育者提出了建议。DOI: 10.2458 / azu_itet_v5i2_hung
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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