媒体课堂的游戏化:教师视角及游戏化对学生参与的多维影响

Katie Seaborn, D. Fels, R. Bajko, Jaigris Hodson
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引用次数: 1

摘要

游戏化,即在非游戏环境中使用游戏元素,已经成为一种越来越受欢迎的教育方法。然而,不同种类的课程和学生之间的比较很少,特别是在学科和内容方面。此外,很少有关于课程教师/设计师观点的报道。最后,很少有关于游戏化的研究使用概念框架来评估对学生参与度的影响。本文报告了对两门游戏化多媒体和社交媒体本科课程一个学期的评估结果。应用多维框架的结果表明,所采用的游戏化方法对学生总体来说是适度有效的,其中一些元素总体上比其他元素更吸引人,而且随着时间的推移,每门课程都是如此。”向教师/课程设计师提出的学期后问卷调查显示,尽管使用了既定的游戏化课程规则,但与学生的观点和实施前后的一些挑战是一致的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamifying the Media Classroom: Instructor Perspectives and the Multidimensional Impact of Gamification on Student Engagement
Gamification, or the use of game elements in non-game contexts, has become a popular and increasingly accepted method of engaging learners in educational settings. However, there have been few comparisons of different kinds of courses and students, particularly in terms of discipline and content. Additionally, little work has reported on course instructor/designer perspectives. Finally, few studies on gamification have used a conceptual framework to assess the impact on student engagement. This paper reports on findings from evaluating two gamified multimedia and social media undergraduate courses over the course of one semester. Findings from applying a multidimensional framework suggest that the gamification approach taken was moderately effective for students overall, with some elements being more engaging than others in general and for each course over time." Post-term questionnaires posed to the instructors/course designers revealed congruence with the student perspective and several challenges pre-and post-implementation, despite the use of established rules for gamifying curricula.
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