Kahoot的教育效益!提高技能:调查学生的观点

Le Nguyen Ai Nhan, K. Trang, N. T. Quyen
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引用次数: 1

摘要

本研究着重探讨Kahoot!提高学生的技能。我们开始确定学生对他们的技能有多少提高的感知判断,因为使用Kahoot!在教室。偏离了一些相关的研究,我们不仅研究了玩Kahoot!也是创造Kahoot!游戏。我们以布鲁姆的分类法为理论基础,进行了一项调查,从95名大学一年级、二年级和三年级的学生中得出了判断。学生的自我报告分析使用一系列单向重复测量方差分析,揭示了一些有趣的结果。首先,学生们报告说,当他们玩Kahoot!在课堂上更是如此,当他们自己参与创作Kahoot!游戏。其次,并不是所有被测试的技能都得到了同样程度的提高,这给教育工作者留下了一些空间,他们可以思考如何利用游戏化来有效地培养学生的综合技能。第三,大一和大三学生的技能提升幅度最大,这表明某些基于游戏的应用程序可能只对某些学生群体有帮助。综上所述,我们建议Kahoot!在课堂上利用游戏既可以增进知识,又可以有效地提高技能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Educational Benefits of Kahoot! in Enhancing Skills: Investigating Students’ Perspectives
This study focuses on exploring the contribution of Kahoot! to students’ skill enhancement. We set out to determine students’ perceived judgments on how much their skills have improved as a result of using Kahoot! inside classrooms. Deviating from several related research, we not only looked at the effects of playing Kahoot! games but also of creating Kahoot! games. Using a survey that takes Bloom’s taxonomy as its theoretical foundations, we elicited judgments from 95 university freshmen, sophomores, and juniors. Students’ self-reports were analyzed using a series of one-way repeated measures ANOVA, which reveals a number of interesting results. First, students reported significant skill improvement when they played Kahoot! during class and even more so when they themselves were involved in the creation of Kahoot! games. Second, not all of the examined skills are subject to the same degree of improvements, leaving some room for educators to ponder how they can use gamification to effectively develop students’ comprehensive skill set. Thirdly, freshmen and juniors reported the highest amount of skill improvements, indicating that certain game-based applications might be helpful for only certain groups of students. Taken together, we suggest that Kahoot! games can be utilized in classrooms for both knowledge enhancement and effective skill improvement.
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