游戏化英语课堂激励阿曼青少年

Abdel Rahman Mohammed Al Jahdhami, Serge Gabarre, Cécile Gabarre
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引用次数: 0

摘要

阿曼学生对学习英语持消极态度。这是一项行动研究,其中游戏化执行包括各种元素,如排行榜、徽章和进度条。我们使用了三种工具来研究游戏化如何增加学习者的动机:动机测试、访谈协议和完整的参与者观察。动机测试采用Wilcoxon符号秩检验进行分析。访谈和观察资料采用主题编码定性方法进行分析。结果显示,在实施游戏化英语学习方法的两个周期中,92%的学生表现出学习英语的动机增加。这些采访揭示了游戏化方法的具体方面,这些方面促成了这一增长。外在动机被内在动机所取代。这对未来的一项研究产生了影响,即游戏化的教学方法可以在同一所学校的不同班级和科目中进行试验。
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 English Language Classroom to Motivate Omani Teenagers
Students in Oman have negative attitudes towards learning English. An action research where a gamification implementation including various elements such as a leaderboard, badges, and a progress bar was conducted. Three instruments were used to investigate how gamification could increase the learners' motivation: motivation tests, interview protocols, and complete participant observations. The motivation tests were analyzed using Wilcoxon signed-rank test. The interview and observation data were analyzed using a thematic coding qualitative method. Results revealed that over the two cycles of implementation of the gamified approach to learning English, 92% of students demonstrated an increase in their motivation to learn English. The interviews revealed the specific aspects of the gamified approach that contributed to this increase. Extrinsic motivation was replaced by intrinsic motivation. This leads to implications for a future study where the gamified approach to teaching could be trialed across different classes and subjects in the same school.
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