基于游戏化技术模型提升整体体验的虚拟学习管理

Surasak Srisawat, Pallop Piriyasurawong
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引用次数: 3

摘要

本研究旨在建立基于游戏化技术的虚拟学习管理模型(MVLM-Gt模型),并评估该模型的适用性。根据这些目的,研究方法分为两部分。第一部分是基于游戏化过程和主动学习理论,利用虚拟学习管理和游戏化技术设计学习步骤。第二部分包括对该模式的适当性的评价。MVLM-Gt模型提交给7位专家,然后进行适当性问卷调查。MVLM-Gt模型有四个核心组成部分:输入、学习过程、评估和反馈。学习过程分为五个步骤:动机与目标设定、内容构建、讨论与互动、实践与使命、总结与反馈。专家对MVLM-Gt模型的适宜性进行评价后,认为其为优(Mean=4.82, S.D.=0.38)。综合各成分,反馈成分的适宜性值最高(Mean=5.00, S.D.=0.00),其次是学习过程成分(Mean= 4.86, S.D.=0.38)和评价成分(Mean=4.71, S.D.=0.49)。结果表明,采用MVLM-Gt模型可以提高学生的整体体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Metaverse Virtual Learning Management Based on Gamification Techniques Model to Enhance Total Experience
This research aimed to develop metaverse virtual learning management based on gamification techniques model (MVLM-Gt model) and to evaluate the appropriateness of the model. The research methodology was divided into two parts in accordance with these aims. The first part was the design of the learning step using metaverse virtual learning management and gamification techniques based on the gamification process and active learning theory. The second part consisted of an evaluation of the appropriateness of the model. The MVLM-Gt model was submitted to seven experts followed by an appropriateness questionnaire. The MVLM-Gt model had four core components: the inputs, the learning process, the evaluation, and the feedback. The learning process had five steps: motivation and setting goals, constructing content, discussion and interaction, practice and mission, and summarizing and feedback. After evaluation of the appropriateness of the MVLM-Gt model, the experts said that it was excellent (Mean=4.82, S.D.=0.38). After considering each component, the feedback component had the highest appropriateness value (Mean=5.00, S.D.=0.00), followed by the learning process component (Mean= 4.86, S.D.=0.38), and the evaluation component (Mean=4.71, S.D.=0.49). The results showed that this MVLM-Gt model could be adopted to enhance total experience of students.
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