在新冠肺炎大流行期间开展的游戏化教育在高中生中的有效性和吸引力

Krzysztof Jasiński, Agnieszka Kopacz
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引用次数: 0

摘要

近年来,游戏化方法越来越受欢迎。这一领域的理论工作强调它的吸引力,这也影响了被认为是单调乏味和需要集中注意力的任务的执行效率。通过在学习过程中引入特定于游戏的元素,参与者通常会更投入到活动中,感觉更有动力,并更好地记住所讨论的内容。在这篇文章中,作者试图回答高中生如何理解和评估游戏化方法的问题。为此,他们在两个研究小组中进行了调查:第一个小组参加了基于游戏化的课程,第二个小组没有进行此类活动。本文提出了与本课题相关的理论假设和研究部分,呈现了上述研究过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Eff ectiveness and attractiveness of gamifi cation carried out during the COVID-19 pandemic in the perception of high school students
The gamification method has gained in popularity in recent years. Theoretical works in this field emphasize its attractiveness, which also affects the effectiveness of the implementation of tasks considered stereotypically as tedious and requiring concentration. By introducing game-specific elements into the learning process, participants usually engage in activities more, feel more motivated and remember the content discussed better. In the article, the authors attempt to answer the question of how the method of gamification is understood and assessed by high school students. To this end, they conducted surveys in two research groups: in the first, which participated in lessons based on gamification, and the second, in which such activities were not carried out. The text presents the theoretical assumptions related to the topic and the research part, presenting the aforementioned research process.
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