科技与生计教育探究性课程教学中的游戏化技术:现象学研究

Louiecris M. Regudon, A. Yazon, Karen A. Manaig, Sherwin B. Sapin, V. Tamban
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引用次数: 0

摘要

传统的教学方法在教育系统中已经使用了很长时间,不需要学生的积极参与,使课程难以理解。另一方面,在学习中使用游戏化技术,消除了学习的形式,让学习者在乐趣中学习。本质性现象学研究旨在探讨学生在科技与生计教育探究性课程的教与学中使用游戏化技术的观点。该研究探讨了7名参与者的游戏体验,他们在教育中使用游戏化技术并受到影响。本研究采用改良的Stevick-Colaizzi-Keen现象学方法进行数据分析。通过对访谈中收集的数据进行分析,得出了四个主题:1)建立联系关系;2)改变:传统的学校教育过于正式和枯燥;3)吸引:当学习与难忘的经历联系在一起时,它是有趣的;4)竞争:竞争并得到认可。研究结果建议:a)教育机构应考虑在课程中使用游戏化技术,为学生提供适当的学习机会;B)研究人员和开发人员可以为学生的享受和学习创造更多有吸引力的资源;C)学校管理者应该考虑让教师参加与游戏化方法相关的专业发展研讨会和培训;D)未来的学者可以选择对他们的学科领域进行定性和定量研究,以增加这个研究不足的领域的知识体系,e)未来关于游戏化方法在教学和学习中的应用的研究合作可以与其他国家的教育工作者进行。关键词:游戏化技术;游戏;框架;探索课程
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification Techniques in Teaching and Learning Exploratory Courses in Technology and Livelihood Education: A Phenomenological Study
The traditional teaching method has been employed in the educational system for a long time and requires no active engagement from the students, making lessons challenging to comprehend. The use of gamification techniques in learning, on the other hand, removes the formalities of learning and allows learners to learn while having fun. This qualitative phenomenological study aimed to investigate the students' perspective on using gamification techniques in teaching and learning exploratory courses in Technology and Livelihood Education. The study explored the game experiences of 7 participants who experienced and were affected by using gamification techniques in education. This study used the Modified Stevick-Colaizzi-Keen phenomenological method of data analysis to examine the participants' transcripts. Analysis of the data gathered during the interviews developed four themes: 1) Connect Building relationships; 2) Change: Traditional schooling is too formal and Boring; 3) Captivate: Learning is fun when it is linked to memorable experience; 4) Compete: To compete and be recognized. Findings from the study recommended the following: a) educational institutions should consider including the use of gamification techniques in their curriculum to provide students with appropriate learning opportunities; b) researchers and developers can create more engaging resources for students' enjoyment and learning; c) school administrators should consider enrolling teachers in professional development seminars and training linked to gamification approaches; d) future scholars can choose to perform a qualitative and quantitative study on their subject areas to add to the body of knowledge in this understudied field, and e) future study collaborations on the application of gamification approach in teaching and learning can be done with educators from other countries. Keywords:   Gamification Techniques; Games; TLE; Exploratory Courses
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