游戏化与SQL

M. Morales-Trujillo, Gabriel Alberto García-Mireles
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引用次数: 9

摘要

游戏化,被定义为将游戏元素整合到非游戏环境中,是一种在计算机科学和软件工程教育中提高学生参与度、积极性和表现的有前途的方法。这种观点鼓励了QueryCompetition的创建,这是一个允许学生在竞争环境中练习SQL的网络系统。我们的目标是获得关于游戏化元素(如挑战、积分和排行榜)如何整合到QueryCompetition中,影响学生表现、动机和用户体验的经验证据。在一门数据库课程中,我们分两组进行了准实验研究。一组玩家使用带有积分和排行榜的游戏化版本的《QueryCompetition》,而另一组玩家使用没有上述元素的非游戏化版本。通过测试和调查收集了定量和定性数据。结果显示,与非游戏化组相比,游戏化组的学生成绩有统计学上的显著提高。此外,在游戏化组中观察到更高的动机。本文中提供的经验证据支持这样一种说法,即包含挑战、积分和排行榜,以及QueryCompetition的竞争性质,对学生的表现和练习SQL的动机有积极的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification and SQL
Gamification, defined as the integration of game elements into non-gaming environments, is a promising approach to increase student engagement, motivation, and performance in Computer Science and Software Engineering education. This viewpoint encouraged the creation of QueryCompetition, a web system that allows students to practice SQL in a competitive environment. Our goal was to obtain empirical evidence on how gamifying elements, such as challenges, points, and leaderboards, integrated into QueryCompetition, affect student performance, motivation, and user experience. We carried out a quasi-experimental study with two groups in a Database course. One group used a gamified version of QueryCompetition having access to points and leaderboards, while the other used a non-gamified version with no access to the above mentioned elements. Quantitative and qualitative data were collected through tests and a survey. The results showed that there was a statistically significant improvement in student performance in the gamified group as compared to the non-gamified group. In addition, a higher motivation was observed in the gamified group. The empirical evidence presented in this article supports the claim that inclusion of challenges, points, and leaderboards, together with the competitive nature of QueryCompetition, impacts positively on student performance and motivation to practice SQL.
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