游戏化元素与参与:探讨学生在英语阅读课程中的认知

Samantha Gonçalves Mancini Ramos, Rafael Alves Ferreira
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引用次数: 0

摘要

游戏化已被广泛用作促进课堂互动和学习的教学工具,包括在外语教学环境中。游戏化过程可以通过使用特定策略来修改课程的结构或内容,例如分数和认可的归属、排名系统、讲故事等等。然而,对于如何设计这样的策略,以及它们如何影响学生的参与度,目前还缺乏正式的方法程序。作为对将游戏化作为一种教学工具进行研究的一种尝试,本研究旨在根据学生的感知,确定哪些因素可能促进或限制课堂上的参与机会。数据通过问卷产生,该问卷应用于远程工具性阅读课程,并使用定量和定性研究的组成部分来分析开放式和李克特量表问题的回答。结果表明,某些游戏化元素既有积极的一面,也有挑战的一面。高度重视提供任务指导和内容反馈的元素,培养对内容的决策机会,并创造与环境和同伴互动的时刻。似乎限制参与度的因素与小组工作中的个人协作、目标语言的内容复杂性、新数字工具和系统的引入以及个人感兴趣的主题有关;因此,这些项目需要认真执行。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GAMIFICATION ELEMENTS AND ENGAGEMENT: exploring students’ perception in an English reading course
Gamification has been widely employed as a pedagogical tool for fostering interaction and learning in class, including in foreign language teaching contexts. The gamification process may modify the structure or the content of a course with the use of specific strategies, such as the attribution of points and acknowledgements, ranking systems, storytelling, and others. Still, there is a lack of formal methodological procedures on how to design such strategies, as well as how they affect the engagement of students. As an attempt to expand the studies on the use of gamification as a pedagogical tool, this research aims at identifying which elements are likely to promote or limit engagement opportunities in class according to the student’s perception. Data was generated through a questionnaire, which was applied on a remote instrumental reading course, and components of quantitative and qualitative research were used to analyze responses to open-ended and Likert-scale questions. The results indicate positive and challenging aspects of certain gamification elements. High importance was attributed to elements that provided task guidance and content feedback, fostered decision-making opportunities towards content, and created moments for interaction with the environment and peers. Elements that appeared to limit engagement were related to individual collaboration in group work, content complexity regarding the target language, introduction of new digital tools and systems, and personal topics of interest; accordingly, these items require careful implementation.
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