游戏化学习环境中游戏元素的可持续性和适应性

M. Sanmugam
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引用次数: 1

摘要

保持学生对任何形式的基于技术的学习的兴趣水平是一项重大挑战。对于生活围绕着科技的z世代学生来说,在学习中注入任何科技元素可能都是不够的。虽然游戏化,但非游戏环境中的游戏元素更适合由没有技术知识的普通人执行。然而,在学习的背景下,需要确定游戏元素的可持续性。因此,我们对马来西亚一所城市学校的28名13岁的学生进行了为期14周的混合方法研究。学生们被引入了一种游戏化的学习方法,在传统课堂和在线课堂中注入了游戏化元素。测试的游戏元素是分数、徽章和排行榜。学生们在马来西亚科学教学大纲中使用游戏化学习来教授两个不同的主题,以确保学生的连续性效果。完成后,游戏元素的最终结果将由来自每个游戏元素的前3名学生的面试反馈进行评估和支持。根据调查结果,带有游戏元素的游戏化学习有助于减少无聊,使用技术使学习变得有趣。尽管有些受访者表示害怕在学习中使用游戏,但对于更喜欢的游戏元素类型或适合游戏元素的学习类型,他们的反应不一。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Sustainability And Aptness Of Game Elements In A Gamified Learning Environment
Sustaining the interest level of students in any form of technology-based learning poses a significant challenge. Infusion of any tech-based elements into learning may not be sufficient for Generation-Z students, whose lives revolve around technology. Although gamification, game elements in non-gaming contexts are more comfortable being implemented by ordinary people with no tech-based knowledge. Nevertheless, in the context of learning, the sustainability of the game elements needs to be identified. Therefore, mixed-method research was conducted on 28 students aged 13 years old from an urban school in Malaysia for 14 weeks. The students were introduced to a gamified learning method that infused gamification elements in the traditional classroom and the online classroom. The game elements tested were points, badges, and leader boards. Students were taught two separate topics in the Malaysian Science syllabus using gamified learning to ensure the students' continuity effects. Upon completion, the game elements' final tally was assessed and supported by the interview feedback from the top 3 students from each game element. Based on the findings, gamified learning with game elements helped reduced boredom and using technology made learning fun. Although some respondents shared the fear of complacency of using games in learning, the mixed response was reported to the preferred type of game elements or type of learning that suits the game elements.
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