游戏化应用对学生学习态度和拖延行为的影响

Z. Tatlı, Ahmet Gülay, Arzu Mert
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引用次数: 0

摘要

摘要本研究旨在探讨游戏化在小学外语教学中的应用效果。本研究采用的是一种定量与定性相结合的方法——嵌入式设计。本研究的研究小组由33名小学四年级学生组成。研究数据通过小学英语课态度量表、家庭作业、随访表、半结构式访谈等方式收集。量表数据采用推理统计,图表数据采用描述性统计,访谈数据采用内容分析。本研究发现,游戏化应用显著提升小学生的态度,并对拖延行为产生正向影响。此外,小学生对这些应用有积极的评价,认为这些应用使学习过程变得有趣,增加了他们的学习好奇心,参与课程和成功的愿望。根据这些研究结果,建议在教育中使用游戏化应用来实现有效的教学。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Impact of Gamification Applications on Students’ Attitudes towards Lesson and Procrastination Behaviors
The aim of this study is to evaluate the effectiveness of foreign language teaching with gamification applications at primary school. In this research, embedded design, which is one of the mixed methods in which quantitative and qualitative methods are used together, has been adopted. The study group of this research is comprised of 33 students from 4th grade at a primary school. Research data were collected through attitude scale for English lesson in primary school, homework, follow-up chart and semi-structured interview. The data of the scale were subjected to inferential statistics, the data of the chart was subjected to descriptive statistics and the data of the interview was subjected to content analysis. According to the findings of the study, the gamification applications significantly increase the attitude of primary school students and have a positive effect on procrastination behaviors. In addition, primary school students have positive evaluations about these applications as making the learning process fun, increasing their curiosity to learn, the participation in the lesson and the desire to be successful. In line with these results of the research, it is recommended to use gamification applications in education for effective teaching.
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