Gamification bolsters self-regulated learning, learning performance and reduces strategy decline in flipped classrooms: A longitudinal quasi-experiment

IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Gulipari Maimaiti, Khe Foon Hew
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引用次数: 0

Abstract

Flipped classrooms, which foster active learning, are becoming more prevalent in higher education. Yet, many students struggle with self-regulated learning (SRL) skills and prefer traditional learning methods. The use of SRL relies on both students' motivation and skills but it is unclear how these skills evolve over time since many previous studies often overlook the temporal effects of interventions. To address these challenges, we introduced a gamified self-regulated flipped learning (GSRFL) approach. This approach integrates gamification elements and self-regulation supports, such as a learning analytics dashboard, to motivate and aid students' behaviors across three main SRL stages: planning, execution, and self-evaluation. We conducted a longitudinal quasi-experimental study with first-year university students to examine the impact on their SRL behaviors. The longitudinal study offers a considerable methodological advantage by providing detailed information about an intervention's impact over time. The experimental group (N = 76) utilized the GSRFL approach, while the control group (N = 75) employed the same self-regulated flipped learning approach but without gamification. Results showed that gamification significantly improved students' English learning achievement and overall SRL behaviors. Longitudinal observations revealed a positive main intervention effect on metacognitive monitoring behaviors, despite a natural decline in SRL behaviors over time. Gamification effectively moderated the decline of underutilized SRL strategies like goal setting and time management. These results underscore gamification's potential to enhance academic performance and promote SRL skills.
在翻转课堂中,游戏化促进了自我调节学习、学习表现和减少策略下降:一项纵向准实验
促进主动学习的翻转课堂在高等教育中变得越来越普遍。然而,许多学生在自我调节学习(SRL)技能方面挣扎,更喜欢传统的学习方法。SRL的使用依赖于学生的动机和技能,但由于许多先前的研究经常忽略干预的时间效应,这些技能如何随着时间的推移而演变尚不清楚。为了应对这些挑战,我们引入了一种游戏化的自我调节翻转学习(GSRFL)方法。这种方法集成了游戏化元素和自我调节支持,例如学习分析仪表板,以激励和帮助学生在三个主要SRL阶段的行为:计划、执行和自我评估。本研究以大学一年级学生为研究对象,进行了一项纵向准实验研究。纵向研究通过提供干预措施随时间影响的详细信息,提供了相当大的方法优势。实验组(N = 76)采用GSRFL方法,对照组(N = 75)采用相同的自我调节翻转学习方法,但没有游戏化。结果表明,游戏化显著提高了学生的英语学习成绩和整体语言学习行为。纵向观察显示,尽管SRL行为随时间自然下降,但主干预对元认知监测行为有积极的影响。游戏化有效地缓和了未充分利用的SRL策略(如目标设定和时间管理)的下降。这些结果强调了游戏化在提高学习成绩和促进SRL技能方面的潜力。
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
Computers & Education
Computers & Education 工程技术-计算机:跨学科应用
CiteScore
27.10
自引率
5.80%
发文量
204
审稿时长
42 days
期刊介绍: Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.
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