GIS在线课程结构游戏化实验

Michael N. DeMers
{"title":"GIS在线课程结构游戏化实验","authors":"Michael N. DeMers","doi":"10.1080/19338341.2023.2233525","DOIUrl":null,"url":null,"abstract":"Introduction Recent emergency online learning, forced upon students around the globe as a result of COVID-19, has exposed many challenges to both learner and instructor in the online learning environment (Schultz and DeMers 2020). Among these numerous challenges is that of insufficient time management skills and learner motivation (Rouse 2013). While young people seem to be able to spend endless hours engaged in games, the same does not seem to be true of the learning experience, particularly regarding online learning. Additionally, while these same learners are deeply engaged in online games, with some exceptions, there is little or no long-term benefit outside of the digital badges and awards and the leaderboard score. As these gamers pursue these relatively inconsequential rewards, they are often observed researching strategies for winning, reading blog posts well beyond their normal comprehension level (Haskell 2013). There is something about the attraction of the game itself that motivates the player. Quest-based learning (QBL) is part of a larger set of approaches to learning called game-based learning. It is important to note that while games may be included in game-based courses, there is a fundamental difference between the use of games as learning tools and the general process of gamification (Mallon 2013). Gamification refers to the adoption of some or all mechanics of games that carry with them the allure and addictive behavior (Banfield and Wilkerson 2014; Renaud and Wagoner 2011; Rouse 2013). The mechanics of concern are points (called experience points), badges, levels, leaderboards, challenges, and other incentives and reward structures that motivate gamers. While the mechanics are present to some degree, how these mechanics are implemented is highly dependent on the form of gamification in play. There are two forms of gamification—content gamification in which the course content is converted to games and structural gamification in which the content remains intact and the mechanics are modified to leverage incentives found in games. Structural gamification focuses on the game mechanics that are considered some of the more common reasons that games are so inherently addictive. While generally, but not exclusively, not focusing on making the learning itself “fun,” instead it focuses on course organization, where all assignments—while traditional in their methods of delivery—are considered to be quests to be conquered. While assignments often have prerequisite skills and knowledge, acquired through successful completion of other quests, there is far more flexibility as to when they can be undertaken. In effect, the course, if based on a text, as was the case for my GIS class, does not require that the learner necessarily move linearly through the material. Within the loose structure, the learners have choices regarding taking high-value, long assignments versus lower-value but much shorter time frames. Such an approach allows a college-level instructor the ability to provide at least some of the important characteristics of the personal learning environment, particularly the self-regulation (Dabbagh and Kitsantas 2012) that is increasingly being demanded of today’s millennial learner (Dede 2007). Virtually all the remaining mechanics are related to grading. Unlike normal assignments, quests are all-or-nothing in that if the learner achieves a certain level of accomplishment (normally considered 85%) the learner succeeds in the quest and receives 100% of the reward. This is identical to the testing procedures of the Esri online tutorial modules (Johnson and Boyd 2007). One crucial pedagogical improvement of this approach to grading is that each time a quest is returned, the learner receives feedback from the instructor regardless of the success or failure of the quest. This greatly enhances the amount of student–faculty interaction, a feature considered highly correlated to student success (Lamport 1993; Kuh and Hu 2001). Collectively, there is also a fundamental difference in how course grades are accumulated. In a typical course, one has a limited number of points and as the course progresses the learner continues to lose points, moving from a beginning score of 100% toward an ever-decreasing score. In QBL, the process is reversed in that there are generally more points (called experience points in game parlance) than one needs to achieve a grade of A in the course. In short, QBL-style grading is additive, while traditional grading is subtractive (Figure 1). Other grade-related components include a reward structure that encourages not just completing quests, but doing exceptional work, working hard to complete difficult tasks, and so on. Each of these “rewards” is built into the system as incentives for desired behaviors. Some of these rewards are “achievements” based on completing a substantial portion of the course material. Other rewards are badges that document micro credentials for particular skills, behaviors, characteristics, or knowledge that is considered useful based on industry needs related to the course material. Badging has been","PeriodicalId":182364,"journal":{"name":"The Geography Teacher","volume":"16 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"An Experiment in Structural Gamification of an Online GIS Course\",\"authors\":\"Michael N. DeMers\",\"doi\":\"10.1080/19338341.2023.2233525\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Introduction Recent emergency online learning, forced upon students around the globe as a result of COVID-19, has exposed many challenges to both learner and instructor in the online learning environment (Schultz and DeMers 2020). Among these numerous challenges is that of insufficient time management skills and learner motivation (Rouse 2013). While young people seem to be able to spend endless hours engaged in games, the same does not seem to be true of the learning experience, particularly regarding online learning. Additionally, while these same learners are deeply engaged in online games, with some exceptions, there is little or no long-term benefit outside of the digital badges and awards and the leaderboard score. As these gamers pursue these relatively inconsequential rewards, they are often observed researching strategies for winning, reading blog posts well beyond their normal comprehension level (Haskell 2013). There is something about the attraction of the game itself that motivates the player. Quest-based learning (QBL) is part of a larger set of approaches to learning called game-based learning. It is important to note that while games may be included in game-based courses, there is a fundamental difference between the use of games as learning tools and the general process of gamification (Mallon 2013). Gamification refers to the adoption of some or all mechanics of games that carry with them the allure and addictive behavior (Banfield and Wilkerson 2014; Renaud and Wagoner 2011; Rouse 2013). The mechanics of concern are points (called experience points), badges, levels, leaderboards, challenges, and other incentives and reward structures that motivate gamers. While the mechanics are present to some degree, how these mechanics are implemented is highly dependent on the form of gamification in play. There are two forms of gamification—content gamification in which the course content is converted to games and structural gamification in which the content remains intact and the mechanics are modified to leverage incentives found in games. Structural gamification focuses on the game mechanics that are considered some of the more common reasons that games are so inherently addictive. While generally, but not exclusively, not focusing on making the learning itself “fun,” instead it focuses on course organization, where all assignments—while traditional in their methods of delivery—are considered to be quests to be conquered. While assignments often have prerequisite skills and knowledge, acquired through successful completion of other quests, there is far more flexibility as to when they can be undertaken. In effect, the course, if based on a text, as was the case for my GIS class, does not require that the learner necessarily move linearly through the material. Within the loose structure, the learners have choices regarding taking high-value, long assignments versus lower-value but much shorter time frames. Such an approach allows a college-level instructor the ability to provide at least some of the important characteristics of the personal learning environment, particularly the self-regulation (Dabbagh and Kitsantas 2012) that is increasingly being demanded of today’s millennial learner (Dede 2007). Virtually all the remaining mechanics are related to grading. Unlike normal assignments, quests are all-or-nothing in that if the learner achieves a certain level of accomplishment (normally considered 85%) the learner succeeds in the quest and receives 100% of the reward. This is identical to the testing procedures of the Esri online tutorial modules (Johnson and Boyd 2007). One crucial pedagogical improvement of this approach to grading is that each time a quest is returned, the learner receives feedback from the instructor regardless of the success or failure of the quest. This greatly enhances the amount of student–faculty interaction, a feature considered highly correlated to student success (Lamport 1993; Kuh and Hu 2001). Collectively, there is also a fundamental difference in how course grades are accumulated. In a typical course, one has a limited number of points and as the course progresses the learner continues to lose points, moving from a beginning score of 100% toward an ever-decreasing score. In QBL, the process is reversed in that there are generally more points (called experience points in game parlance) than one needs to achieve a grade of A in the course. In short, QBL-style grading is additive, while traditional grading is subtractive (Figure 1). Other grade-related components include a reward structure that encourages not just completing quests, but doing exceptional work, working hard to complete difficult tasks, and so on. Each of these “rewards” is built into the system as incentives for desired behaviors. Some of these rewards are “achievements” based on completing a substantial portion of the course material. Other rewards are badges that document micro credentials for particular skills, behaviors, characteristics, or knowledge that is considered useful based on industry needs related to the course material. Badging has been\",\"PeriodicalId\":182364,\"journal\":{\"name\":\"The Geography Teacher\",\"volume\":\"16 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-04-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"The Geography Teacher\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/19338341.2023.2233525\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"The Geography Teacher","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/19338341.2023.2233525","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

由于2019冠状病毒病,全球各地的学生被迫进行紧急在线学习,这给在线学习环境中的学习者和教师都带来了许多挑战(Schultz和DeMers 2020)。在这些众多的挑战中,时间管理技能和学习者动机不足(劳斯2013)。虽然年轻人似乎可以花很多时间玩游戏,但在学习体验上却并非如此,尤其是在在线学习方面。此外,尽管这些学习者对在线游戏投入了大量精力,但除了数字徽章、奖励和排行榜得分之外,他们几乎没有长期的收益。当这些玩家追求这些相对无关紧要的奖励时,他们经常会研究获胜策略,阅读超出他们正常理解水平的博客文章。游戏本身的吸引力能够激励玩家。基于任务的学习(QBL)是基于游戏的学习方法的一部分。值得注意的是,虽然游戏可能包含在基于游戏的课程中,但将游戏作为学习工具与游戏化的一般过程之间存在根本差异。游戏化指的是采用带有吸引力和成瘾行为的部分或全部游戏机制(Banfield and Wilkerson 2014;雷诺和瓦格纳2011;劳斯2013年)。关注机制包括点数(游戏邦注:即经验点数)、徽章、关卡、排行榜、挑战以及其他能够激励玩家的奖励机制。虽然机制在某种程度上是存在的,但这些机制的执行方式很大程度上取决于游戏化的形式。游戏化有两种形式:内容游戏化,即课程内容转化为游戏;结构游戏化,即内容保持不变,机制被修改以利用游戏中的激励机制。结构性游戏化关注的是游戏机制,这也是游戏具有内在成瘾性的常见原因。一般来说,但不是唯一的,它不关注使学习本身变得“有趣”,而是关注课程组织,所有的作业——尽管它们的交付方法传统——都被认为是要征服的任务。虽然任务通常具有通过成功完成其他任务而获得的先决技能和知识,但何时可以承担任务的灵活性要大得多。实际上,如果课程以文本为基础,就像我的GIS课程一样,并不要求学习者必须线性地阅读材料。在松散的结构中,学习者可以选择是做高价值、长时间的作业,还是做低价值、短时间的作业。这种方法使大学水平的教师有能力提供至少一些个人学习环境的重要特征,特别是自我调节(Dabbagh和Kitsantas 2012),这是当今千禧一代学习者越来越多的要求(Dede 2007)。几乎所有剩下的机制都与评分有关。与一般的任务不同,任务是全有或全无的,因为如果学习者达到一定的成就水平(通常认为是85%),学习者就会成功完成任务并获得100%的奖励。这与Esri在线教程模块的测试过程相同(Johnson and Boyd 2007)。这种评分方法在教学上的一个重要改进是,每次返回一个任务时,学习者都会收到教师的反馈,而不管任务的成功或失败。这大大增加了师生互动的数量,这一特征被认为与学生的成功高度相关(Lamport 1993;Kuh and Hu 2001)。总的来说,课程成绩的积累方式也有根本的不同。在一门典型的课程中,一个人的分数是有限的,随着课程的进行,学习者的分数会不断下降,从一开始的100%逐渐下降。在《QBL》中,这个过程是相反的,因为玩家获得的积分(游戏邦注:在游戏中称为经验值)通常比在课程中获得a级所需要的要多。简而言之,qbl风格的分级是附加的,而传统的分级是减法的(图1)。其他与分级相关的组件包括奖励结构,它不仅鼓励玩家完成任务,还鼓励玩家完成出色的工作,努力完成困难的任务等等。这些“奖励”中的每一个都是作为对期望行为的激励而内置到系统中。其中一些奖励是基于完成大部分课程材料的“成就”。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An Experiment in Structural Gamification of an Online GIS Course
Introduction Recent emergency online learning, forced upon students around the globe as a result of COVID-19, has exposed many challenges to both learner and instructor in the online learning environment (Schultz and DeMers 2020). Among these numerous challenges is that of insufficient time management skills and learner motivation (Rouse 2013). While young people seem to be able to spend endless hours engaged in games, the same does not seem to be true of the learning experience, particularly regarding online learning. Additionally, while these same learners are deeply engaged in online games, with some exceptions, there is little or no long-term benefit outside of the digital badges and awards and the leaderboard score. As these gamers pursue these relatively inconsequential rewards, they are often observed researching strategies for winning, reading blog posts well beyond their normal comprehension level (Haskell 2013). There is something about the attraction of the game itself that motivates the player. Quest-based learning (QBL) is part of a larger set of approaches to learning called game-based learning. It is important to note that while games may be included in game-based courses, there is a fundamental difference between the use of games as learning tools and the general process of gamification (Mallon 2013). Gamification refers to the adoption of some or all mechanics of games that carry with them the allure and addictive behavior (Banfield and Wilkerson 2014; Renaud and Wagoner 2011; Rouse 2013). The mechanics of concern are points (called experience points), badges, levels, leaderboards, challenges, and other incentives and reward structures that motivate gamers. While the mechanics are present to some degree, how these mechanics are implemented is highly dependent on the form of gamification in play. There are two forms of gamification—content gamification in which the course content is converted to games and structural gamification in which the content remains intact and the mechanics are modified to leverage incentives found in games. Structural gamification focuses on the game mechanics that are considered some of the more common reasons that games are so inherently addictive. While generally, but not exclusively, not focusing on making the learning itself “fun,” instead it focuses on course organization, where all assignments—while traditional in their methods of delivery—are considered to be quests to be conquered. While assignments often have prerequisite skills and knowledge, acquired through successful completion of other quests, there is far more flexibility as to when they can be undertaken. In effect, the course, if based on a text, as was the case for my GIS class, does not require that the learner necessarily move linearly through the material. Within the loose structure, the learners have choices regarding taking high-value, long assignments versus lower-value but much shorter time frames. Such an approach allows a college-level instructor the ability to provide at least some of the important characteristics of the personal learning environment, particularly the self-regulation (Dabbagh and Kitsantas 2012) that is increasingly being demanded of today’s millennial learner (Dede 2007). Virtually all the remaining mechanics are related to grading. Unlike normal assignments, quests are all-or-nothing in that if the learner achieves a certain level of accomplishment (normally considered 85%) the learner succeeds in the quest and receives 100% of the reward. This is identical to the testing procedures of the Esri online tutorial modules (Johnson and Boyd 2007). One crucial pedagogical improvement of this approach to grading is that each time a quest is returned, the learner receives feedback from the instructor regardless of the success or failure of the quest. This greatly enhances the amount of student–faculty interaction, a feature considered highly correlated to student success (Lamport 1993; Kuh and Hu 2001). Collectively, there is also a fundamental difference in how course grades are accumulated. In a typical course, one has a limited number of points and as the course progresses the learner continues to lose points, moving from a beginning score of 100% toward an ever-decreasing score. In QBL, the process is reversed in that there are generally more points (called experience points in game parlance) than one needs to achieve a grade of A in the course. In short, QBL-style grading is additive, while traditional grading is subtractive (Figure 1). Other grade-related components include a reward structure that encourages not just completing quests, but doing exceptional work, working hard to complete difficult tasks, and so on. Each of these “rewards” is built into the system as incentives for desired behaviors. Some of these rewards are “achievements” based on completing a substantial portion of the course material. Other rewards are badges that document micro credentials for particular skills, behaviors, characteristics, or knowledge that is considered useful based on industry needs related to the course material. Badging has been
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信