马来西亚教育背景下网络游戏化学习的困境:马来西亚大学生视角的质性研究

Darren Lim Yie, Mageswaran Sanmugam, Wan Ahmad Jaafar Wan Yahaya, Noratikah Binti Abdullah
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引用次数: 3

摘要

新冠肺炎疫情促使教育部门开展在线教学,但这样的学习环境会以各种方式影响学生,包括积极性、参与度等。游戏化是Nick Pelling在2002年创造的一个术语,指的是将游戏元素和游戏机制应用于非游戏情境中,以期改变人们的行为。以前的研究人员在学习环境中使用游戏化已经显示了克服这些问题的可能性。然而,随着技术基础设施在马来西亚的失败,多重困境出现。本研究通过对30名来自教育学院的大学生进行访谈,采用主题分析的归纳方法对数据进行分析。本研究进一步从学生的角度探讨了教育工作者面临的困境。因此,希望为教育工作者和其他研究人员提供一些新的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The dilemma of online gamified learning in Malaysian educational context: A qualitative study on Malaysian university students’ perspective
The situation of the Covid-19 pandemic had prompted the educational sector to conduct teaching and learning online, but such a learning environment affects students in various ways including motivation, engagement and more. Gamification, a term coined by Nick Pelling in 2002 is the concept of applying game elements and game mechanics in a non-game situation in hope of changing a person’s behaviour. The use of gamification in the learning environment by previous researchers had shown the possibility of overcoming such problems. However, with the failure of technological infrastructure in the context of Malaysia, multiple dilemmas arise. This study is done by interviewing 30 university students from the School of Educational Studies and the analysation of data is done using an inductive approach of thematic analysis. The study further discussed the dilemma faced by educators from the perspectives of students. Thus, hoping to provide certain new insight to educators and other researchers.
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