休闲电子游戏在网络学习中的整合缓解学生压力

Vickneish Vimalanathan, Vickineshwari Kunasegaran, Kavilasini Alagenthran, R. N. Balamurugan, P. Sandrasaigaran
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摘要

新冠肺炎疫情对包括学生在内的社会各方面都产生了影响,日常学习活动受到严重影响,面对面的课程被迫在网上进行。因此,学生们承受着巨大的压力,面临着严重的心理健康问题。因此,本研究探讨了将休闲电子游戏整合到在线学习中如何缓解理科生的压力。设计了一项在线调查,并通过社交媒体向学生传播。在在线学习期间,对受访者的压力和情绪状况进行了预评估。然后,我们指示受访者观看YouTube上的教程视频,并玩我们开发的一款类似测验的休闲电子游戏。然后对受访者的压力和情绪水平(后评估)进行重新评估,以了解休闲电子游戏如何缓解他们在在线学习中的焦虑。本次调查的所有问卷都进行了李克特量表测试,1人强烈不同意,5人强烈同意。我们设计了类似的调查前和调查后问卷,并测试了学者们对在线学习中休闲电子游戏的感知效率。这项研究的结果表明,当休闲电子游戏被引入他们的在线课程时,学生的压力和心理情绪水平有了显著的改善。另一方面,学者们认为,在在线学习中,单独的在线教学与休闲视频游戏一样有效。然而,学者们也意识到,休闲电子游戏可以显著减轻学生在在线课堂上的压力和情绪。我们建议将休闲视频游戏视为在线教学不可或缺的工具,因为它们可以显着减轻学生在新冠肺炎封锁期间在线学习的压力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Integration of Casual Video Games During Online Learning to Relief Stress in Students
COVID-19 pandemic has impacted all facets of society, including students, as daily learning activities were severely affected while the face-to-face classes were forced to be held online. As a result, students underwent tremendous stress and were exposed to severe mental health conditions. Thus, this study investigates how the integration of casual video games into online learning can relieve stress among science students. An online survey was designed and disseminated to students via social media. The respondents were pre-assessed for stress and emotional conditions during their online learning. Then, the respondents were instructed to watch a tutorial video from YouTube and play a quiz-like casual video game that we had developed. The respondents were then reassessed for stress and emotional level (post-assessment) to understand how casual video games can relieve their anxiety in online learning. All questionnaires in this survey were tested for the Likert scale, with one being strongly disagreed and five strongly agreed. Similar pre-and post-survey questionnaires were designed and tested against academicians for their perceived efficiency of casual video games in online learning. The outcome from this study has shown significant improvements in students' stress and mental emotional levels when casual video game is introduced as part of their online lesson. On the other hand, the academicians perceived that online teaching alone is as effective as casual video games during online learning. However, the academicians also perceived that casual video games could significantly reduce students' stress and emotional during online classes. We propose that casual video games are considered an integral tool for online teaching and learning as they can significantly reduce students' stress in online learning during the Covid-19 lockdown.
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