在线游戏化活动中玩家类型对学生学习成果的影响

Yerry Soepriyanto, Putri Fadilla Azzahra Fazarini, Sulthoni, Tasya Rizki Maulida, Aan Nurfahrudianto, Zainal Afandi
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引用次数: 3

摘要

提出了一种具有在线游戏化活动的编程学习设计。本研究的目的是确定玩家类型对在线游戏化活动规划学习结果的影响。参加此次活动的有101名教育技术专业的1年级学生。使用巴特尔测试确定每个学生的球员类型。这里有四种类型的玩家,即杀手,成就者,探索者和社交者。学习成果以学生在视觉程式设计课程的最终成绩文件作为因变量。Kruskal- Wallis测试显示,不同类型的玩家在学生学习成果上没有显著差异。这表明编程学习设计为所有类型的玩家提出了游戏化活动。游戏元素的设计不允许某些类型的玩家脱颖而出,即使社交者意味着最高的架子。这些结果实证证明,玩家类型对在线游戏化活动编程的学习结果影响不显著。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Effect of Player Type in Learning Programming with Online Gamification Activities on Student Learning Outcomes
A programming learning design with online gamification activities has been proposed. The purpose of this study is to identify the effect of the type of player on the learning outcomes of online gamification activity programming. The participants are first-year students majoring in educational technology as many as 101 students. Determination of the type of player for each student using the Bartle test. There are four types of players, namely killer, achiever, explorer, and socializer as independent variables. Learning outcomes are obtained from the student's final grade document in the visual programming course as the dependent variable. The Kruskal- Wallis test showed that there was no significant difference between the types of players on student learning outcomes. This shows that the programming learning design has gamification activities proposed for all types of players. The game elements that are designed do not allow certain types of players to excel, even though the socializer means the highest shelf. These results prove empirically that the type of player does not significantly affect the learning outcomes of online gamification activity programming.
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