Learning gamification tools for the development of students’ cognitive independence

IF 0.1 Q4 EDUCATION & EDUCATIONAL RESEARCH
Albina Volkotrubova, Olha Tymoshchuk, Oksana Struk, V. Shevchenko, Tetiana Boiaryshcheva
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引用次数: 0

Abstract

The article's aim is an analysis of the impact of learning gamification tools in higher education institutions on students’ cognitive independence. The study involved the method of expert evaluations, the method of classification of measuring scales, and the method of systematic control and self-control. The survey method and the method of analysing academic performance were also used. The Cronbach’s alpha reliability coefficient was used to check the reliability of the methods. This was followed by comparison of the results of both groups using the Cramer-Welch and χ² tests. Comparing the calculated empirical values of Emp criterion with the critical value of 0.05 = 1.96 at the significance level of 0.05 shows that Temp ≥ Tcr for compared groups. The empirical values of the Emp2 criterion calculated for the control and experimental groups after the experiment can be compared with the critical value of 0.052 = 5.99 at the significance level of 0.05. The results of the study gave grounds to state that learning gamification is effective for the development of students cognitive independence. This is due to the achievement of a high degree of student involvement in the educational process.
学习游戏化工具促进学生认知独立性的发展
本文旨在分析高校学习游戏化工具对学生认知独立性的影响。研究涉及专家评价法、测量量表分类法、系统控制和自我控制法。采用问卷调查法和学业成绩分析法。采用Cronbach’s alpha信度系数检验方法的信度。随后使用Cramer-Welch检验和χ 2检验比较两组的结果。将Emp判据的计算经验值与0.05 = 1.96的临界值在0.05的显著性水平下进行比较,表明各组温度≥Tcr。实验结束后计算的对照组和试验组Emp2判据的经验值,在0.05的显著性水平下,可以比较0.052 = 5.99的临界值。研究结果表明,学习游戏化对培养学生的认知独立性是有效的。这是由于学生在教育过程中高度参与的成就。
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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自引率
50.00%
发文量
12
审稿时长
8 weeks
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