教师对游戏化教学设计的认知

IxD&A Pub Date : 2022-08-20 DOI:10.55612/s-5002-053-004
Eva Mårell-Olsson
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摘要

本文报告了一项研究,调查了教师在K-12教育中使用游戏化作为教学策略,并结合使用当代和新兴技术的经验。更具体地说,目的是探索和理解教师在教学中使用游戏化所描述的机遇和挑战。该研究于2014年至2018年进行,包括四个子研究,其中大学生被要求为K-12教育中的在校学生设计游戏化教学活动。这与笔记本电脑、媒体平板电脑等当代技术和智能眼镜等新兴技术的使用相结合。大学生的游戏化设计在K-12教育的学校环境中进行了测试。实证材料基于对学校测试的观察和对参与教师的访谈。研究结果说明了三个新兴主题,即(a)促进动机和协作,(b)需要教学平衡以实现更深层次的学习,以及(c)教师团队中关于时间和协作的组织变革。参与的教师将游戏化描述为激励学生的机会和催化剂,让他们在学习知识的同时从事学业。然而,教师在使用和设计自己的游戏化教学活动时遇到的挑战和障碍主要是缺乏时间和缺乏设计过程的知识,他们认为这非常复杂,因为它不同于他们的普通教学设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Teachers Perception of Gamification as a Teaching Design
This paper reports on a study investigating teachers’ experiences of using gamification as a teaching strategy, in combination with the use of contemporary and emergent technologies in K–12 education. More specifically, the aim was to explore and understand the opportunities and challenges teachers describe by using gamification in teaching. The study was conducted between 2014 and 2018 and included four sub-studies in which university students were given the task of designing gamified teaching activities for school students within K–12 education. This was combined with the use of contemporary technologies such as laptops, media tablets, and emergent technologies such as smart glasses. The university students’ gamification designs were tested in school settings within K–12 education. The empirical material is based on observations of the schools’ tests and interviews with participating teachers. The findings illustrate three emerging themes concerning (a) fostering motivation and collaboration,(b) needing pedagogical balance to achieve deeper learning and (c)organisational changes regarding time and collaboration in teacher teams. The participating teachers described gamification as an opportunity and a catalyst to motivate school students and have them engage in schoolwork while acquiring knowledge at the same time. However, the challenges and obstacles the teachers perceived in using and designing their own teaching activities using gamification primarily concerned a lack of time and a lack of knowledge of the design process, which they perceived as very complex because it differs from that of their ordinary teaching designs.
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