高等教育游戏化课程中学生的学习方式

Mónica Raleiras, F. Costa, Joana Viana
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引用次数: 0

摘要

游戏化是指在非游戏环境中使用游戏元素来提高用户对系统的粘性。在教育中,尤其是在高等教育中,游戏化被认为是一种很有前途的策略,可以激励学生并促进他们参与学习活动。为了有效,游戏化需要考虑学生的差异,并适应他们的需求和偏好。在本文中,我们建议使用学生的学习方法来区分学习者,并分析他们对游戏化元素的偏好。这项研究是在一个游戏化的工程研究生课程中进行的。我们对学生的学习方法、学业成功、参与和对游戏化元素的欣赏之间的相关性进行了统计分析。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Students' Approaches to Learning in a Gamified Course in Higher Education
Gamification is the use of game elements in nongame contexts to increase user engagement with a system. In education, especially in Higher Education, gamification is considered a promising strategy to motivate students and promote their involvement in learning activities. To be effective, gamification needs to consider students' differences and adapt to their needs and preferences. In this paper, we propose the use of Students' Approaches to Learning to differentiate learners and analyse their preferences for gamification elements. The study was carried out in a gamified postgraduate course in engineering. We present a statistical analysis of the correlation between students approaches to learning, academic success, engagement, and appreciation of gamification elements.
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