青年大学生对学习过程中游戏化接受程度的认知

C. A. Torres-Gastelú, Alexis Olguin-Barrera, Joel Angulo-Armenta
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引用次数: 0

摘要

本研究的目的是分析年轻大学生对游戏化策略在大学课程中应用的看法。为此,本课程的教学设计采用了ASSURE模型。方法方法是定量的,重点是通过在课程的不同时刻游戏化活动结束时应用调查来分析学生的看法。教育课堂上的游戏化使学生在虚拟课堂的教育体验中更容易保持专注和积极性。尽管在学习过程中融入游戏化已被广泛接受,但学生的学习成绩并不令人满意。在未来的研究中,建议在纵向训练中分析游戏化与学生获得预期技能和知识水平的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Perception of young university students on the acceptance of gamification in the learning process
The objective of this study was to analyze the perceptions of young university students of the application of a gamification strategy in a university-level course. For this purpose, the ASSURE model was used for the instructional design of the course. The methodological approach was quantitative, focusing on analyzing the students’ perceptions through the application of surveys at the end of the gamification activities at different moments of the course. Gamification in the educational classroom made it easier for students to stay focused and motivated during the virtual classes of the educational experience. Despite the wide acceptance of the incorporation of gamification in the learning process, the academic performance of the students was not very satisfactory. In future research, it is recommended to analyze the effectiveness of the incorporation of gamification with respect to the level of acquisition of the expected skills and knowledge in students in longitudinal training.
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