游戏化师生学习平台:信息与通信技术在教师教育课程中的应用

Tuula Nousiainen, M. Vesisenaho, Emilia Ahlstrom, Marika Peltonen, Santiago Fort, S. Gómez
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引用次数: 5

摘要

本文介绍了一项研究的初步结果,该研究探讨了教师和学生在高等教育在线学习平台游戏化方面的经验。目的是了解参与者对游戏元素使用的看法,并检查这一群体的用户类型概况,以探索在为教师学生规划游戏化解决方案时应用用户类型的潜力。参与者将游戏元素作为其课程平台的一部分的整体体验基本上是积极的。我们使用游戏设计的Hexad量表对学生的用户类型进行了调查:在这个用户群体中,Socialiser和philanthro慈善家是主要类型,而Disruptor是最不常见的类型。在学习任务方面,参与者表示,他们特别喜欢那些专注于创造性的任务。研究结果为我们提供了开发合适的解决方案的方向,以支持教师和学生在在线和混合学习中的动机。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamifying Teacher Students’ Learning Platform: Information and Communication Technology in Teacher Education courses
This paper presents initial results from a study exploring teacher students’ experiences related to the gamification of an online learning platform in higher education. The aim was to get an understanding of the participants’ views regarding the use of game elements and to examine the user type profile of this group in order to explore the potential of applying user types in planning gamification solutions for teacher students. The participants’ overall experience of having game elements as part of their course platform was principally positive. User types students presented were investigated using the Hexad scale adapted from game design: in this user group, Socialiser and Philanthropist were the predominant types while Disruptor was by far the least common one. In terms of learning tasks, the participants expressed being motivated particularly by tasks with a strong creative focus. The findings inform us about the directions to take in the development of suitable solutions for supporting teacher students’ motivation in online and blended learning.
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