A Gamified Experiential Learning Intervention for Engaging Students Through Satisfying Needs

Loukia David, N. Weinstein
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Abstract

A field experiment conducted across an academic semester tested the impact of a gamified experiential learning intervention strategically framing a student response system (SRS) to maximize student engagement through their technology use in class. Participants (n = 123) aged 9–16 years received an experimental intervention designed to foster intrinsic motivation through optimally challenging engagement. To achieve this, the intervention utilized teamwork, made friendly competence-enhancing competition salient, and created choice. In a comparison condition, students used SRS without these additional enhancements. Students were surveyed at three time points. The experimental intervention reported increasing psychological need satisfaction for autonomy, competence, and relatedness and greater academic well-being. An observer rating demonstrated more classroom behaviors indicative of intrinsic motivation as compared to the comparison condition. The effects of the intervention increasing student-reported and observer-rated academic well-being were due to more immediate beneficial effects of the gamified experiential condition fostering basic psychological needs for autonomy, relatedness, and competence.
满足学生需求的游戏化体验式学习干预
一项贯穿一个学期的实地实验测试了游戏化体验式学习干预的影响,该干预战略性地构建了一个学生响应系统(SRS),通过在课堂上使用技术来最大化学生的参与度。123名9-16岁的参与者接受了一项旨在通过最佳挑战性参与培养内在动机的实验干预。为了实现这一目标,干预利用了团队合作,突出了友好的能力增强竞争,并创造了选择。在比较条件下,学生使用没有这些额外增强的SRS。学生们在三个时间点接受了调查。实验干预报告了自主性、能力和相关性的心理需求满意度的增加以及更大的学术幸福感。与比较条件相比,观察者评价显示出更多的课堂行为表明内在动机。干预的效果增加了学生报告的和观察者评价的学业幸福感,这是由于游戏化体验条件更直接的有益影响,培养了自主性、相关性和能力的基本心理需求。
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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