游戏化与寻宝游戏相结合对职前教师认知与成就的影响

Deema Alajaji, A. Alshwiah
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引用次数: 6

摘要

目的/目的:研究游戏元素在非游戏环境中的应用(游戏化),特别是在幼儿教师培训课程中。背景:本研究提出了一种通过电子测验工具将游戏化元素与寻宝游戏(SH)的主要原则相结合的教学策略。这种融合的目的是为学习者提供一个令人兴奋的学习环境。方法:从沙特阿拉伯伊玛目阿卜杜勒拉赫曼大学(IAU)教育学院幼儿部选择41名学生作为方便样本。使用在线量表、焦点小组和课堂观察来调查学习者对游戏化和Quizizz电子工具的看法。教师们也接受了采访,以收集他们对这一策略的看法。贡献:游戏化一直是最近教育研究的焦点,但许多教育工作者发现有效地应用游戏化具有挑战性。因此,本研究提出一种将电子测验游戏化元素与SH的主要原则相结合的教学策略,以创造一个令人兴奋的学习环境。研究发现:游戏化可以改善实习教师对所选教学策略的看法。这也增加了他们学习和与同龄人互动的动力,从而证明了Quizizz是一个有用的游戏化工具,尽管存在一些技术困难。对从业者的建议:本研究建议,利用技术的教师应该以新的方式以教育目的使用技术,而不仅仅是增加在课堂上使用技术的时间。这将确保课程更有趣,从而激发学生的热情。对研究人员的建议:建议进一步研究探索教育中的游戏化策略对学生在合作、信息综合、批判性思维和问题解决方面的发展。对社会的影响:研究参与者表示愿意在以后的职业生涯中与其他学生和其他课程中应用这一策略。学习到的协作和解决问题的技能同样可以转移到其他环境和终身学习中。未来研究:建议进一步研究学生的其他技能发展,如合作、综合信息、批判性思维和解决问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effect of Combining Gamification and a Scavenger Hunt on Pre-Service Teachers' Perceptions and Achievement
Aim/Purpose: To investigate the application of game elements to a non-gaming context (gamification), specifically on an early childhood teacher-training course. Background: This research proposes a teaching strategy that combines gamification elements via e-quizzing tools with the main principles of a scavenger hunt (SH). The purpose of this blend is to provide learners with an exciting learning environment. Methodology: A convenience sample of 41 students was selected from the Early Childhood Department of the School of Education in Imam Abdulrahman University (IAU), Saudi Arabia. The learners’ perceptions of gamification and the Quizizz e-tool were investigated using online scales, a focus group, and classroom observations. The teachers were also interviewed to gather their views on this strategy. Contribution: Gamification has been a focus of recent educational research, but many educators find it challenging to apply gamification effectively. Therefore, this research proposes a teaching strategy that combines e-quizzing gamification elements with the main principles of an SH to create an exciting learning environment. Findings: Gamification was found to improve trainee teachers’ perceptions of the selected teaching strategy. It also increased their motivation for learning and engagement with their peers, thereby proving Quizizz to be a useful gamification tool, despite some technical difficulties. Recommendations for Practitioners: This study recommends that teachers who utilize technology should do so for educational purposes and in new ways, rather than merely increasing the time spent using technology in the classroom. This will ensure that classes are more interesting, thereby eliciting enthusiasm from their students. Recommendation for Researchers: Further research is recommended to explore students’ development in the area of collaboration, synthesis of information, critical thinking, and problem-solving, as a result of gamification strategies in education. Impact on Society: The study participants expressed a willingness to apply this strategy later in their careers with other students and on other courses. The collaborative and problem-solving skills learned are likewise transferable to other contexts and lifelong learning. Future Research: Further research is recommended to explore students’ development of other skills such as collaboration, synthesis of information, critical thinking, and problem-solving.
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