Impact of Gamified Learning Experience on Online Learning Effectiveness

IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Xiangping Cui;Chen Du;Jun Shen;Susan Zhang;Juan Xu
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Abstract

Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is between the gamified learning experience and the effectiveness of online learning, remain to be further explored. This research article is based on the theory of gamified learning experience and uses structural equation modeling methodology to explore the relationship among the three dimensions of situation-based cognitive experience, collaboration-based social experience, and motivation-based subjectivity experience and the effectiveness of online learning. The results indicate that there is a significant positive correlation among the three dimensions, and all three dimensions have a significant positive impact on the online learning effectiveness. The subjective experience based on motivation has the greatest impact on the online learning effectiveness, and the other two dimensions have a significant positive impact on the online learning effectiveness. The impact on online learning effectiveness is similar. Finally, the article makes recommendations based on the research conclusions, expecting to provide a research foundation for enhancing the gamified learning experience and improving the effectiveness of online learning.
游戏化学习体验对在线学习效果的影响
研究表明,游戏化学习体验可以有效改善在线学习中学生缺乏持续学习动力、容易产生倦怠等突出问题,从而提高在线学习的有效性。然而,如何提升在线学习中的游戏化学习体验,以及游戏化学习体验与在线学习效果之间的影响,还有待进一步探讨。本文以游戏化学习体验理论为基础,采用结构方程建模方法,探讨基于情境的认知体验、基于协作的社会体验和基于动机的主观体验三个维度与在线学习效果之间的关系。结果表明,三个维度之间存在显著的正相关,且三个维度均对在线学习效果有显著的正向影响。基于动机的主观体验对在线学习效果的影响最大,其他两个维度对在线学习效果也有显著的正向影响。对在线学习效果的影响类似。最后,文章根据研究结论提出了建议,期望为增强游戏化学习体验、提高在线学习效果提供研究基础。
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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来源期刊
IEEE Transactions on Learning Technologies
IEEE Transactions on Learning Technologies COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
7.50
自引率
5.40%
发文量
82
审稿时长
>12 weeks
期刊介绍: The IEEE Transactions on Learning Technologies covers all advances in learning technologies and their applications, including but not limited to the following topics: innovative online learning systems; intelligent tutors; educational games; simulation systems for education and training; collaborative learning tools; learning with mobile devices; wearable devices and interfaces for learning; personalized and adaptive learning systems; tools for formative and summative assessment; tools for learning analytics and educational data mining; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring; learning via computer-mediated inquiry, field, and lab work; social learning techniques; social networks and infrastructures for learning and knowledge sharing; and creation and management of learning objects.
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