虚拟货币在离散数学课程中的应用研究

D. Dicheva, Breonte Guy, V. Yorgov, Christo Dichev, Keith Irwin, Charles F. Mickle
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引用次数: 1

摘要

有效的游戏化只能建立在理解学习者动机和用于游戏化学习活动的游戏元素之间关系的基础上。尽管人们经常提到虚拟货币(VC),但它在教育游戏化领域仍未得到充分利用,也鲜有研究。作为一种动机支持,风险投资可以被认为支持不同类型的动机,但目前缺乏对此进行实证研究。认识到这一差距,我们研究的目的是实证调查使用虚拟货币的游戏化学习活动是否以及如何产生课外练习的动机以及哪种类型的动机。在其他人进行的有限研究中,VC主要是与其他游戏元素结合在一起进行研究,因此无法就单个元素的影响得出可靠的结论。出于这个原因,我们在游戏化离散数学课程中研究VC的影响,与其他游戏元素分离。研究表明,使用VC游戏化练习增加了学生的练习活动,从而提高了学习成绩。研究还表明,虽然游戏化练习并没有增加学生的内在动机,但它支持了对这种学习活动的内化动机。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Study of Using Virtual Currency in a Discrete Mathematics Course
Effective gamification can only be based on understanding the relationship between learner motivation and the game elements which are used to gamify learning activities. Although frequently mentioned, Virtual Currency (VC) remains underused and scarcely studied in educational gamification. As a motivational affordance, VC can be thought of as supporting different types of motivation, but currently, there is a lack of empirical studies which investigate this. Recognizing this gap, the purpose of our study was to empirically investigate whether and how gamifying learning activities with virtual currency can engender motivation for out-of-class practicing and what type of motivation. In the limited research others have conducted, VC has been studied largely in combination with other game elements, which does not allow reaching reliable conclusions about the impact of the individual elements. For this reason, we studied the effects of VC in a gamified Discrete Math course isolated from other game elements. The study showed that using VC to gamify practicing increased students’ practicing activity, which resulted in improved academic performance. The study also revealed that while gamified practicing did not increase students’ intrinsic motivation, it supported internalization of motivation towards this learning activity.
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