通过游戏化说服:支持积极的学习行为(PB4L)全校教学

L. Reddy, N. Baghaei, H. Reinders, Ali Ahmed, Sedigheh Abbasnasab Sardareh
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引用次数: 1

摘要

积极学习行为(PB4L)是一个灵活的框架,可以本地化,以确保它是一种文化响应方法,以保护和促进学生的福祉和积极行为。缺点之一是它需要大量的文书工作。教师需要记录行为,奖励积极的行为,报告消极的行为,并存档事件报告。我们设计并开发了Ka Pai,一个游戏化的移动应用原型。新西兰奥克兰一所中学的10名教师对其进行了评估。基于用户指标和反馈,结果表明,“家拍”支持教师有效、系统地记录、奖励和报告学生的行为。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Persuasion via gamification: Supporting positive behaviour for learning (PB4L) school-wide pedagogy
Positive Behaviour for Learning (PB4L) is a flexible framework that can be localised to ensure it is a culturally responsive approach to protect and promote student wellbeing and positive behaviour. One of the downsides is that it requires much paperwork. Teachers need to record behaviour, reward positive and report negative behaviour, and file incident reports. We designed and developed Ka Pai, a gamified mobile application prototype to help. It was evaluated with 10 teachers at an intermediate school in Auckland, New Zealand. Based on user metrics and feedback, the results indicated that Ka Pai supported teachers to efficiently and systematically record, reward, and report students’ behaviour.
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