玩游戏获得即时反馈-使用基于游戏的应用程序来克服讲座和在线教学中的反馈差距

IF 1.7 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS
Sebastian Hobert, Florian Berens
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引用次数: 0

摘要

2019冠状病毒病加速了全球教育的数字化转型。在短短几周内,一场全面的数字化转型就发生了。然而,与此同时,这种快速数字化转型的趋势似乎正在逆转,并回到面对面教学和传统教学方法。在这篇文章中,我们的目的是表明,数字教学方法不能专属于在线教学,即使在回到面对面的教学后,也应该被认为是重要的。特别是,我们专注于改善大规模教育环境中的反馈。我们观察到,在学习和教学活动中提供和接收适当的反馈是具有挑战性的,独立于特定的教学环境(课堂或在线)。这尤其成问题,因为反馈在学习过程中是必不可少的。为了解决这个问题,我们将学习分析和游戏化的概念结合起来,设计了一个讲座游戏应用程序,可以用来(1)激励学生参与形成性评估,(2)收集与学习相关的数据,(3)分析这些数据以提供即时反馈。在整合不同情境下的课堂游戏后,我们得出结论,数字工具可以独立于特定的学习情境而发挥作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Play to get Instant Feedback – Using Game-Based Apps to Overcome the Feedback Gap in Lectures and Online Teaching
COVID-19 accelerated the digital transformation in education worldwide. Within a short time frame of several weeks, a full digital transformation took place. In the meantime, however, the trend of this rapid digital transformation seems to be reverting and rolling back to face-to-face teaching and traditional teaching methods. In this article, we aim to show that digital teaching approaches cannot be exclusive to online teaching but should be considered important even after returning to face-to-face teaching. In particular, we focus on improving feedback in large-scale educational settings. We observe that providing and receiving appropriate feedback on learning and teaching activities is challenging independent of the specific teaching setting (in-class or online). This is particularly problematic because feedback is essential in the learning processes. To address this, we combine the concepts of learning analytics and gamification to design a lecture game app that can be used (1) to motivate students to participate in formative assessments, (2) to collect learning-related data, and (3) to analyze this data to provide instant feedback. After integrating the lecture game in different settings, we conclude that digital tools can be useful independent of the specific learning setting.
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来源期刊
Communications of the Association for Information Systems
Communications of the Association for Information Systems COMPUTER SCIENCE, INFORMATION SYSTEMS-
CiteScore
3.90
自引率
20.00%
发文量
35
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