Gamified Lecture Courses Improve Student Evaluations but Not Exam Scores

Q1 Computer Science
Toyohisa Nakada
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引用次数: 3

Abstract

Gamified lectures are defined as lectures formatted as games, for the purposes of this research. This paper presents an example of a traditional instruction-based lecture that was redesigned using a game-like design. First, confrontations specific to gaming situations were considered, to derive goals for students in a classroom. Students fought using a game system in these experiments. The teacher acted as a game administrator, and controlled all the game materials. He also became an interface between the game system and students. Redesigned lectures were compared with traditional instruction-based lectures for their effects on relieving student dissatisfaction with the classroom. The achievement levels of students showed no improvement in the gamified design compared to the traditional instruction-based format.
游戏化的课堂课程提高了学生的评价,但不能提高考试成绩
在本研究中,游戏化讲座被定义为以游戏形式进行的讲座。本文介绍了一个使用游戏式设计重新设计的传统教学讲座的例子。首先,我们考虑了特定于游戏情境的对抗,从而为课堂上的学生提供目标。在这些实验中,学生们使用游戏系统进行战斗。老师作为游戏管理员,控制所有的游戏素材。他也成为了游戏系统和学生之间的接口。将重新设计的课堂与传统的以教学为基础的课堂进行比较,以缓解学生对课堂的不满。与传统的以教学为基础的教学形式相比,游戏化设计的学生成绩水平没有提高。
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
Frontiers in ICT
Frontiers in ICT Computer Science-Computer Networks and Communications
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