通过学习路径研究游戏化对学生行为和表现的影响

Êrica Peters Do Carmo, A. Klock, E. H. T. D. Oliveira, Isabela Gasparini
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引用次数: 2

摘要

游戏化已被广泛应用于教育环境中,以提高学生的参与度和加强学习过程。从这个意义上讲,本研究通过学习路径(即学生在与虚拟学习环境互动时遵循的学习对象序列)调查了游戏化对学生行为和表现的影响。为了实现这一目标,我们捕获、分析并可视化地表示了参加在线课程的139名学生的学习路径。结果,我们观察到使用游戏化的学生与课程元素的互动更多,路径更长,成绩更好。这项工作的主要贡献是将学习路径作为一种工具来调查学生在具有游戏化元素的虚拟学习环境中的互动,并分析这些元素对学生行为和表现的影响。
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 on the impact of gamification on students’ behavior and performance through learning paths
Gamification has been widely employed in educational contexts to improve students’ engagement and enhance the learning process. In this sense, the present work investigates the impact of gamification on students’ behavior and performance through learning paths, i.e., sequences of learning objects followed by students while interacting with a virtual learning environment. To achieve this, we captured, analyzed and visually represented learning paths from 139 students enrolled in an online course. As result, we observed that students using gamification interacted more with the course elements, had longer paths and better grades. The main contribution of this work is to present learning paths as a tool to investigate students’ interaction in a virtual learning environment with gamified elements and to analyze these elements’ impact on students’ behavior and performance.
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