Increasing Student Intrinsic Motivation And Self-Efficacy Through Gamification Pedagogy

J. Banfield, Brad Wilkerson
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引用次数: 179

Abstract

The aim of this study was to assess gamification as a method of experiential learning theory (ELT) on student motivation and self-efficacy to perform System Engineering/Information Assurance (IA) tasks. The study was a basic qualitative method, whereby data was collected via semi-structured interview and then analyzed for recurring themes and patterns. The students involved in the study were undergraduate students enrolled in system administration and security courses. We introduced ELT in early stages of curriculum in place of commonly used didactic methods of delivering theory. We compared the themes found in increased ELT classes with past didactic sections of the same courses. Data analysis revealed that increasing ELT in IA coursework at all levels of the curriculum increased both student intrinsic motivation and self-efficacy. This paper outlines gamification pedagogy used in 200 and 300 level postsecondary courses of system administration. Gathered results indicated high intrinsic motivation and self-efficacy from the students 96 interviewed. The paper will also present examples of gamification ELT lessons at each level of undergraduate study.
游戏化教学法提升学生内在动机与自我效能感
本研究的目的是评估游戏化作为体验学习理论(ELT)的一种方法对学生执行系统工程/信息保障(IA)任务的动机和自我效能感的影响。本研究采用基本的定性方法,通过半结构化访谈收集数据,然后分析反复出现的主题和模式。参与研究的学生是系统管理和安全课程的本科生。我们在课程的早期阶段引入了英语教学,以取代常用的讲授理论的教学方法。我们将增加的英语教学课程的主题与过去相同课程的教学部分进行了比较。数据分析显示,在各级课程中增加英语教学可以提高学生的内在动机和自我效能感。本文概述了在200级和300级高等教育系统管理课程中使用的游戏化教学法。调查结果显示,96名受访学生的内在动机和自我效能感均较高。本文还将介绍游戏化英语课程在本科学习的各个阶段的例子。
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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