Gamified outcomes-based teaching and learning assessment tool for Mapúa Institute of Technology

A. Yumang, A. Paglinawan, Glenn O. Avendaño, C. Paglinawan, Marianne M. Sejera, Nicole Joyce J. Aquino, Alelil Joy C. Garvida, Reuvin Jireh L. Datu
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引用次数: 1

Abstract

In traditional teaching and learning, most students tend to laidback because of the unseen progress of their work. Introduction of this gamified outcomes-based teaching and learning assessment tool can lead into a more transparent and enthusiastic experience, providing a new perspective in the academe. The study aimed to analyze the effectiveness of the tool through the time each experiment is done and the final grades of the students.i This includes the website and the training kit for Logic Circuits and Switching Theory Laboratory (COE117L). The website comprises the gamification elements for both students and professor, while the training kit will be the source of the input data. There was a controlled group who will use the assessment tool, and an uncontrolled group that was subject to the traditional teaching and learning experience. Data showed the degree of negative linear correlation, implying that when the time of completing the experiment drops off, the grade for that experiment will increase, and vice versa. Hence, the website and the training kit were able to give instructions present in its content as well as its delivery because of the gamification process.
面向Mapúa理工学院的基于结果的游戏化教与学评估工具
在传统的教学中,大多数学生因为看不见自己的学习进度而变得懒散。这种基于结果的游戏化教学和学习评估工具的引入可以带来更加透明和热情的体验,为学术界提供新的视角。本研究旨在通过每个实验完成的时间和学生的最终成绩来分析该工具的有效性。这包括网站和逻辑电路与开关理论实验室(COE117L)的培训包。该网站包括学生和教授的游戏化元素,而培训包将是输入数据的来源。有一个控制组将使用评估工具,而另一个控制组将遵循传统的教学和学习经验。数据显示了负线性相关的程度,这意味着当完成实验的时间减少时,该实验的分数会增加,反之亦然。因此,由于游戏化过程,网站和培训包能够在其内容和交付中提供指导。
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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