通过游戏化学习工具提高学生的早期学习能力

T.M.H.S.M. Pooliyadda, Sankha Peiris, Ac Kurukulasuriya, E. Hettiarachchi, K. Hewagamage
{"title":"通过游戏化学习工具提高学生的早期学习能力","authors":"T.M.H.S.M. Pooliyadda, Sankha Peiris, Ac Kurukulasuriya, E. Hettiarachchi, K. Hewagamage","doi":"10.1109/ICTer58063.2022.10024099","DOIUrl":null,"url":null,"abstract":"There is a growing concern to find an effective teaching and learning methodology during a social distancing situation as well as to address the drawbacks in the current educational system of Sri Lanka for students in Key Stage 1. Gamification has proved to make a positive impact on the concentration level, motivation and educational capabilities of students. Although previous research has been successful in introducing various gamified tools, very few are available in the local language. In this study, a gamified learning tool named “Punchi Nanasala” was introduced targeting grade 1 and 2 students which focussed on the subjects; Mathematics, Sinhala language, and Environmental studies. The tool was developed in three prototypes using a User-Centered-Design approach. The experimental and control groups Were given a pretest to measure their current knowledge capacity and a post-test to evaluate their knowledge capacity after the gamified treatment was given. The positive results obtained from the multiple evaluation techniques; Emotion detection, mouse click monitoring, performance analysis, interviews, and surveys suggested that the tool was successful as a learning approach.","PeriodicalId":123176,"journal":{"name":"2022 22nd International Conference on Advances in ICT for Emerging Regions (ICTer)","volume":"254 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Towards Improving Early Learning Capabilities of Students Through a Gamified Learning Tool\",\"authors\":\"T.M.H.S.M. Pooliyadda, Sankha Peiris, Ac Kurukulasuriya, E. Hettiarachchi, K. Hewagamage\",\"doi\":\"10.1109/ICTer58063.2022.10024099\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"There is a growing concern to find an effective teaching and learning methodology during a social distancing situation as well as to address the drawbacks in the current educational system of Sri Lanka for students in Key Stage 1. Gamification has proved to make a positive impact on the concentration level, motivation and educational capabilities of students. Although previous research has been successful in introducing various gamified tools, very few are available in the local language. In this study, a gamified learning tool named “Punchi Nanasala” was introduced targeting grade 1 and 2 students which focussed on the subjects; Mathematics, Sinhala language, and Environmental studies. The tool was developed in three prototypes using a User-Centered-Design approach. The experimental and control groups Were given a pretest to measure their current knowledge capacity and a post-test to evaluate their knowledge capacity after the gamified treatment was given. The positive results obtained from the multiple evaluation techniques; Emotion detection, mouse click monitoring, performance analysis, interviews, and surveys suggested that the tool was successful as a learning approach.\",\"PeriodicalId\":123176,\"journal\":{\"name\":\"2022 22nd International Conference on Advances in ICT for Emerging Regions (ICTer)\",\"volume\":\"254 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-11-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 22nd International Conference on Advances in ICT for Emerging Regions (ICTer)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICTer58063.2022.10024099\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 22nd International Conference on Advances in ICT for Emerging Regions (ICTer)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICTer58063.2022.10024099","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

人们越来越关注在保持社交距离的情况下找到有效的教学方法,以及解决斯里兰卡当前教育系统中针对关键阶段1学生的弊端。事实证明,游戏化对学生的注意力水平、学习动机和学习能力都有积极的影响。尽管之前的研究已经成功地引入了各种游戏化工具,但很少有本地语言的工具。在本研究中,针对一、二年级的学生,引入了一种游戏化的学习工具“Punchi Nanasala”。数学、僧伽罗语和环境研究。该工具使用以用户为中心的设计方法开发了三个原型。实验组和对照组分别接受游戏化治疗后的前测和后测。多重评价技术得到的积极结果;情绪检测、鼠标点击监控、性能分析、访谈和调查表明,该工具作为一种学习方法是成功的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Towards Improving Early Learning Capabilities of Students Through a Gamified Learning Tool
There is a growing concern to find an effective teaching and learning methodology during a social distancing situation as well as to address the drawbacks in the current educational system of Sri Lanka for students in Key Stage 1. Gamification has proved to make a positive impact on the concentration level, motivation and educational capabilities of students. Although previous research has been successful in introducing various gamified tools, very few are available in the local language. In this study, a gamified learning tool named “Punchi Nanasala” was introduced targeting grade 1 and 2 students which focussed on the subjects; Mathematics, Sinhala language, and Environmental studies. The tool was developed in three prototypes using a User-Centered-Design approach. The experimental and control groups Were given a pretest to measure their current knowledge capacity and a post-test to evaluate their knowledge capacity after the gamified treatment was given. The positive results obtained from the multiple evaluation techniques; Emotion detection, mouse click monitoring, performance analysis, interviews, and surveys suggested that the tool was successful as a learning approach.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信