课堂成绩的游戏化:寻找学生成绩应用的需求

R. P. Soesanto
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引用次数: 0

摘要

在教育领域有许多方法可以提高学生在课堂上的参与度。学生在课堂上的经验不仅对学生很重要,对老师也很重要。学生在课堂上的成绩可以提高到学生喜欢完成课堂任务的程度。当学生因为学习而筋疲力尽时,问题就出现了,尤其是在疫情期间的在线学习。有必要开发一个应用程序,可以作为一种工具来帮助教师和学生通过使用游戏化来管理学生的成绩。本研究的目的是确定哪些要求和功能应纳入学生成绩申请的设计。本研究采用以用户为中心的需求工程方法,从用户中引出需求。在这项研究中,讲师和学生被聘为受访者,以确定发展阶段的优先事项和基本功能。应用程序的功能和特征分为两大类:技术和可用性/内容。采用德尔菲法确定功能/特征。进一步的研究可以根据研究期间确定的功能需求开发系统/应用程序,以开发学生成绩应用程序。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification for Student Achievement in Classroom: In Search of Requirement for Student Achievement Application
There are numerous methods available in the education arena for increasing student participation in class. The experience that students have during class is critical not just for the students, but also for the instructor. Student achievement in the classroom can be increased to the point that the student enjoys performing class tasks. Problems arise when the students are burned out because they are exhausted by learning, especially online learning during the pandemic situation. It is necessary to develop an application that may be utilized as a tool to assist teachers and students in managing student achievement through the use of gamification. The objective of this study is to ascertain which requirements and functions should be incorporated into the design of the student achievement application. User centered requirement engineering approach is used in this research to elicit the requirement from the users. Lecturers and students were employed as respondents in this study to ascertain the development phase's priorities and essential functions. The application's functions and characteristics are separated into two broad categories: technical and usability / content. The Delphi technique is used to identify the function/characteristics. Further research could be conducted to develop systems / applications based on the functional requirements identified during the study in order to develop a student achievement application.
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