游戏化对远程教学课堂学生在线活动的影响

Esther Krisanti, Rendy Vally
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引用次数: 0

摘要

。在教育领域,游戏化有望成为提高学生学习动机的要素之一。尽管国外有一些研究表明游戏化与学生活动之间存在正相关关系,但在印度尼西亚的背景下,特别是在远程学习环境下,关于这一主题的研究仍然很少。本研究旨在了解游戏化对远程学习课堂上学生在线活动的影响。远程学习环境为那些通常已经学习过的学生提供了不同的特征,因此游戏化对他们的有效性仍然值得怀疑。为了观察游戏化对学生在线活动的影响,我们进行了实验研究,比较对照组(非游戏化班级)和实验组(游戏化班级)两组的结果。为了尽量减少偏倚,本研究没有使用访问限制。通过不受限制地让他们自由地使用课程,更有可能获得更真实的结果,因为学生是自愿使用课程的。因此,使用定量方法和比较方法对两类在线活动的数量进行了比较和分析,以了解游戏化对学生在线活动的影响。研究结果很有趣,因为它表明游戏化的班级在所有课程组成部分中都有更多的活动,但两个班级之间的差异并不显著。结果还表明,在某些日期,非游戏化类的数量高于游戏化类的数量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effectiveness of Gamification on Students’ Online Activity in a Distance Learning Class
. In the field of education, gamification is expected to be one of elements that can enhance student motivation to study. Although there are several studies abroad that show positive correlation between gamification and student activity, there are still minimum research about this topic in Indonesian context, specifically in distance learning environment. This research is aimed to see the effects of gamification on student online activity in a distance learning class. Distance learning environment provides a different characteristic of students who usually already have worked thus the effectiveness of gamification on them is still questionable. To see the effectiveness of gamification in term of students’ online activity, experimental research is conducted to compare the results between two groups: control group (non-gamified class) and experimental group (gamified class). To minimize bias, this research does not use access restriction. By letting them access freely without restriction, a more authentic result is more likely to be obtained because students access their course voluntarily. As result, the numbers of online activities from both categories were compared and analyzed using quantitative approach with comparative method to see the effects of gamification on student online activity. The findings are interesting because it shows that the gamified class has higher number of activities in all course components but the difference between two classes are not significant. The result also shows that on certain dates the number of non-gamified class is higher than the gamified class.
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