Study on the Impact of Gamified Teaching Using Mobile Technology on College Students’ Learning Engagement

Q1 Social Sciences
Ying Pan, Gooi Leong Mow
{"title":"Study on the Impact of Gamified Teaching Using Mobile Technology on College Students’ Learning Engagement","authors":"Ying Pan, Gooi Leong Mow","doi":"10.3991/ijet.v18i14.41207","DOIUrl":null,"url":null,"abstract":"Mobile technology has become an indispensable resource in people’s lives, and educational software applications are closely related to day-to-day life. These applications provide an effective basis for implementing interactive teaching and allow teachers and students to quickly exchange information through mobile devices. Compared with teachers, students are tolerant and open about mobile technology. To meet the learning needs of students, adopting different teaching methods to improve learners’ learning outcomes is the focus of mobile learning. Therefore, gamified teaching supported by various information technologies such as computers, multimedia, and mobile technology has received widespread attention. In this study, 124 undergraduate students majoring in Civil Engineering from Harbin University of Science and Technology, Heilongjiang Province, were randomly assigned to one experimental group (with gamified teaching design, 62 students) and one control group (without gamified teaching design, 62 students). The paired sample T test was used to compare the pre- and post-test scores of the learners, while the independent sample T test was used to analyze the learning engagement (behavioral, cognitive, and emotional engagement) of college students under gamified teaching using mobile technology. Results show no significant difference in pre-test scores between the experimental and control groups (P = 0.374 > 0.05), meeting the prerequisite for the comparative experiment. Gamified teaching using mobile technology found significantly improved test scores (P = 0.003 < 0.05), where independent sample T test results showed a significant difference in learning engagement (behavioral, cognitive, and emotional). After using gamified teaching using mobile technology, the experimental group of students showed a significant increase in learning engagement, which is consistent with the results of most of the literature. The results of this study have important reference value for school administrators to propose new teaching strategies and for teachers to integrate information technology to assist the teaching process, to propose solutions for building interactive teaching environments, and to alleviate the fatigue phenomenon that often occurs in the application of multimedia technology in current information technology teaching in universities.","PeriodicalId":47933,"journal":{"name":"International Journal of Emerging Technologies in Learning","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Emerging Technologies in Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3991/ijet.v18i14.41207","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 1

Abstract

Mobile technology has become an indispensable resource in people’s lives, and educational software applications are closely related to day-to-day life. These applications provide an effective basis for implementing interactive teaching and allow teachers and students to quickly exchange information through mobile devices. Compared with teachers, students are tolerant and open about mobile technology. To meet the learning needs of students, adopting different teaching methods to improve learners’ learning outcomes is the focus of mobile learning. Therefore, gamified teaching supported by various information technologies such as computers, multimedia, and mobile technology has received widespread attention. In this study, 124 undergraduate students majoring in Civil Engineering from Harbin University of Science and Technology, Heilongjiang Province, were randomly assigned to one experimental group (with gamified teaching design, 62 students) and one control group (without gamified teaching design, 62 students). The paired sample T test was used to compare the pre- and post-test scores of the learners, while the independent sample T test was used to analyze the learning engagement (behavioral, cognitive, and emotional engagement) of college students under gamified teaching using mobile technology. Results show no significant difference in pre-test scores between the experimental and control groups (P = 0.374 > 0.05), meeting the prerequisite for the comparative experiment. Gamified teaching using mobile technology found significantly improved test scores (P = 0.003 < 0.05), where independent sample T test results showed a significant difference in learning engagement (behavioral, cognitive, and emotional). After using gamified teaching using mobile technology, the experimental group of students showed a significant increase in learning engagement, which is consistent with the results of most of the literature. The results of this study have important reference value for school administrators to propose new teaching strategies and for teachers to integrate information technology to assist the teaching process, to propose solutions for building interactive teaching environments, and to alleviate the fatigue phenomenon that often occurs in the application of multimedia technology in current information technology teaching in universities.
基于移动技术的游戏化教学对大学生学习投入的影响研究
移动技术已经成为人们生活中不可缺少的资源,而教育软件的应用与人们的日常生活息息相关。这些应用程序为实施互动式教学提供了有效的基础,使教师和学生能够通过移动设备快速交换信息。与老师相比,学生对移动技术的宽容和开放。为了满足学生的学习需求,采用不同的教学方法来提高学习者的学习效果是移动学习的重点。因此,以计算机、多媒体、移动技术等多种信息技术为支撑的游戏化教学受到了广泛关注。本研究将124名来自黑龙江省哈尔滨理工大学土木工程专业的本科生随机分为实验组(游戏化教学设计)和对照组(非游戏化教学设计)。采用配对样本T检验比较学习者测试前和测试后的成绩,采用独立样本T检验分析移动技术游戏化教学下大学生的学习投入(行为投入、认知投入和情感投入)。结果显示,实验组与对照组的前测成绩差异无统计学意义(P = 0.374 > 0.05),满足进行对比实验的前提条件。使用移动技术的游戏化教学发现考试成绩显著提高(P = 0.003 < 0.05),其中独立样本T检验结果显示学习投入(行为、认知和情感)有显著差异。在使用移动技术进行游戏化教学后,实验组学生的学习投入显著增加,这与大多数文献的结果一致。本研究结果对于学校管理者提出新的教学策略,教师整合信息技术辅助教学过程,提出构建互动式教学环境的解决方案,缓解当前高校信息技术教学中多媒体技术应用中经常出现的疲劳现象具有重要的参考价值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
352
审稿时长
12 weeks
期刊介绍: This interdisciplinary journal focuses on the exchange of relevant trends and research results and presents practical experiences gained while developing and testing elements of technology enhanced learning. It bridges the gap between pure academic research journals and more practical publications. So it covers the full range from research, application development to experience reports and product descriptions. Fields of interest include, but are not limited to: -Software / Distributed Systems -Knowledge Management -Semantic Web -MashUp Technologies -Platforms and Content Authoring -New Learning Models and Applications -Pedagogical and Psychological Issues -Trust / Security -Internet Applications -Networked Tools -Mobile / wireless -Electronics -Visualisation -Bio- / Neuroinformatics -Language /Speech -Collaboration Tools / Collaborative Networks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信