游戏化对高等教育学生外语学习动机和成绩的影响

Lamija Huseinović
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引用次数: 1

摘要

游戏化越来越受欢迎,现在被广泛应用于各个领域,包括信息和通信技术(ICT)、医疗保健、营销、教育和商业。它的核心原则是将游戏元素整合到非游戏环境中,最终目标是塑造行为、增强动机和促进用户粘性(Caponetto, 2014)。本研究的主要目的是调查游戏化对波斯尼亚和黑塞哥维那高等教育机构英语作为外语教学的特定背景下学生动机和学习成绩的影响。为了进行这项研究,采用有针对性的雪球抽样技术,精心挑选了波斯尼亚和黑塞哥维那私立和公立大学的202名学生。分发给参与者的问卷包括来自各个领域的57个项目,包括学术成就、使用语言学习应用程序的频率和熟练程度、对基于应用程序的语言学习的动机和态度,以及在听、说、读、写技能方面的感知改善。这都归功于使用应用程序学习英语(ELL)。对收集到的数据进行分析,采用描述性统计、正态性检验、信度分析和线性回归。研究结果表明,游戏化策略对学生作为外语学习英语的动机,以及他们在英语学习和学业成绩方面的整体成功有显著的影响。在高等教育环境中,游戏的融入已经被证明对学生的听、说、读、写技能有积极的影响。此外,游戏化有助于学生的动机,从而提高他们的学习成绩。游戏与教育的整合有望继续发展,并导致课程、教学方法和学习模式的变革。因此,在学术人员中获得ICT技能对于有效指导学生和确保成功的教育经验至关重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Effects of Gamification On Student Motivation And Achievement In Learning English As A Foreign Language In Higher Education
Gamification has grown tremendously in popularity and is now widely used in various fields including information and communication technology (ICT), healthcare, marketing, education and business. Its core principle revolves around the integration of elements from games into non-game environments with the ultimate goal of shaping behavior, enhancing motivation, and fostering increased engagement (Caponetto, 2014). The main aim of this study is to investigate the impact of gamification on student motivation and academic performance in the specific context of teaching English as a foreign language (EFL) at higher education institutions in Bosnia and Herzegovina. To conduct this study, a cohort of 202 students attending both private and public universities in Bosnia and Herzegovina was carefully selected using targeted snowball sampling techniques. The questionnaire distributed to the participants included 57 items from various areas, including academic achievement, frequency and proficiency in using language learning apps, motivation and attitudes towards app-based language learning, and perceived improvements in listening, speaking, reading and writing skills This is attributed to the use of apps to learn the English language (ELL). To analyze the gathered data, descriptive statistics, tests for normality, reliability analysis, and linear regression were employed. The results of the study indicate a significant impact of gamification strategies on students’ motivation to learn English as a foreign language, as well as their overall success in EFL learning and academic achievement. In higher education settings, the inclusion of games has been shown to have a positive impact on students’ listening, speaking, reading and writing skills. In addition, gamification contributes to the motivation of the students and thus increases their academic performance. The integration of games into education is expected to continue to evolve and lead to transformative changes in curricula, teaching methods and learning models. Consequently, acquiring ICT skills among academic staff is crucial to effectively mentoring students and ensuring successful educational experiences.
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